   XAudio2
  I've decided to skip out on rendering for a bit and am working on an audio component for the time being.Are there any XAudio2 gurus in the forum? Information on the net is sparse, and while i'm getting more accustomed to MSDN, there is much left to be desired( like updating the links for moved content once and a while)My current implementation is as follows:AudioRenderer:   A facade to the rest of the system, composed of Mixer, XAudio2 device, SoundManager, EffectManager; Mixer: responsible for creating tracks and buses and mastering voice, as well as adjusting the settings of each;Track: wrapper for source voice;Bus: wrapper for submix voice;SoundManager:   Creates/stores/destroys soundsEffectManager:   stub for now, will allow effect chains in future;Sound:    composed of filename, waveformat, and XAUDIO2BUFFEREffect:   stubAs i see it, all sounds used as SFX in the engine should be the same format, ie: 44.1khz/24?bit/mono, and depending on the speaker configuration, be converted to either 2.0,2.1, or 5.1 surround as the pass from track->bus or track->mixer.For every frame, the listener is updated, and every time a sound is to be it is passed to the AudioRenderer, which queries the mixer for a track, and pushes the buffer onto the track.If this is to be spatialized audio, the emitter is updated and X3dAudio is used to  calculate and route the signal accordingly.If not the Any thoughts? I'm kind of blazing trail here, and relying heavily on my renderer implementation as guidance.    
  Many view and still no replies... hmm?to further the story, the previously described framework works as expected, however i've made a few changes.The mixer device now creates 2 pools of tracks, a mono pool for sound fx, a stereo pool for background music. I had assumed that singlechannel input could be rerouted to multichannel output, but i've yet to figure out how this may be done. An example would be a gunshot in 44.1k,16bit mono, pushing to 5.1 and having the required reverbs/volumes/freq shifts/ depending on where the listener and source are located within the gameword.If there is anyone outhere with Game Audio experience, especially with XAudio2 i'd love some input. If the community is lacking in audio wizardry, i may create a tutorial at some point, if enough requests are made.   ;  I hate to see these XAudio2 threads fall off into the void.  There is so little out there.  I am sure if you created a tutorial it would be appreciated by many (including me).  I have been itching to get Xaudio2 in my audio project, but I use C# and unfortunately the SlimDX implementation is still incomplete.  There is usually more XAudio2 activity in the XNA forums (and by more I mean like a couple of threads a year).  In particular this thread talks about an undocumented feature of submix voices that could be extremely useful in an audio system.If I were more of an expert I could give you some better feedback on your proposal.  Unfortunately I can't say anything more than it seems reasonable given my limited understanding.   ;Quote:Original post by Burnt_FyrI had assumed that singlechannel input could be rerouted to multichannel output, but i've yet to figure out how this may be done. An example would be a gunshot in 44.1k,16bit mono, pushing to 5.1 and having the required reverbs/volumes/freq shifts/ depending on where the listener and source are located within the gameword.Look at X3DAudio if you want stuff like this, it adds on to XAudio2.   