   X3DAUDIO_CALCULATE_DELAY ?
  [color="#4A4A4A"][color="#4A4A4A"][font="arial, verdana, tahoma, sans-serif"](FYI: I'm currently replacing all of my DirectSound code with XAudio2 code. C++ on Windows 7.)[/font]Can anyone fill me in as to what X3DAUDIO_CALCULATE_DELAY is used for in XAudio2? I've apparently missed something in the docs!What does it do when I fill in the pDelayTimes values before calling X3DAudioCalculate()? Does it impact the volume calculations?What do I do with the pDelayTimes values after calling C3DAudioCalculate()? I didn't see any interface methods that use delay times.   
[color="#4A4A4A"][color="#4A4A4A"][font="arial, verdana, tahoma, sans-serif"][/font]Can anyone fill me in as to what X3DAUDIO_CALCULATE_DELAY is used for in XAudio2? I've apparently missed something in the docs!I don't think that this is documented well at all, so everything that follows is speculation.  I suspect that the delay output is a channel-channel delay in milliseconds to simulate the difference in what each ear hears because of its different position on the listener's head.  The docs suggest that it is only applicable in stereo calculations.What does it do when I fill in the pDelayTimes values before calling X3DAudioCalculate()? Does it impact the volume calculations?[/quote]I believe that it is an output only member.What do I do with the pDelayTimes values after calling C3DAudioCalculate()? I didn't see any interface methods that use delay times.[/quote]I don't see any way to implement or parametrize a delay built into XAudio2.  (Really no delay filter?  Come on MS).  You should be able to implement a an XAPO delay filter though and parameterize it with the values returned from the 3d calculation.  Mathematically the delay is really simple, but implementing an XAPO can be a bit of a PITA.;[quote name='SoftwareSamurai' timestamp='1303755758' post='4802747'][color="#4A4A4A"][color="#4A4A4A"][font="arial, verdana, tahoma, sans-serif"][/font]Can anyone fill me in as to what X3DAUDIO_CALCULATE_DELAY is used for in XAudio2? I've apparently missed something in the docs!I don't think that this is documented well at all, so everything that follows is speculation.  I suspect that the delay output is a channel-channel delay in milliseconds to simulate the difference in what each ear hears because of its different position on the listener's head.  The docs suggest that it is only applicable in stereo calculations.[color="#4A4A4A"][/quote][color="#4A4A4A"]Thanks. I was going crazy thinking I had missed some doc somewhere. Odd that such a feature would only apply in stereo calculations. I would expect such a feature for 5.1 and higher speaker configs.[color="#4A4A4A"][color="#000000"][color="#4A4A4A"] [color="#000000"][quote name='SoftwareSamurai' timestamp='1303755758' post='4802747'][color="#4A4A4A"][color="#4A4A4A"][font="arial, verdana, tahoma, sans-serif"][/font]What does it do when I fill in the pDelayTimes values before calling X3DAudioCalculate()? Does it impact the volume calculations?I believe that it is an output only member.[color="#000000"][/quote]X3DAudio.h comment says "[inout]" for the pDelayTimes. Probably miss-commented.[color="#4A4A4A"][color="#000000"][color="#4A4A4A"][color="#000000"][color="#4A4A4A"] [color="#000000"][quote name='SoftwareSamurai' timestamp='1303755758' post='4802747'][color="#4A4A4A"][color="#4A4A4A"][font="arial, verdana, tahoma, sans-serif"][/font]What do I do with the pDelayTimes values after calling C3DAudioCalculate()? I didn't see any interface methods that use delay times.I don't see any way to implement or parametrize a delay built into XAudio2.  (Really no delay filter?  Come on MS).  You should be able to implement a an XAPO delay filter though and parameterize it with the values returned from the 3d calculation.  Mathematically the delay is really simple, but implementing an XAPO can be a bit of a PITA.[/quote]Yeah, that's the first thing I thought: Some XAPO thing. But I didn't see anything listed in the XAPOFX library that would take such an input or do such a delay.Okay then, I'm chalking this up to some partially implemented feature that somehow slipped into the SDK. Ignore it for now.Thanks!   