Chapter 3: Wave Audio Playback

OVERVIEW
With this chapter, you begin writing some actual audio code. The previous two chapters have dealt with foundation topics—things that give you a firm understanding of the basics, but arent terribly useful in an actual game. Starting with this chapter, however, youll learn practical techniques you can immediately apply to your own games.Also, this chapters sample program begins the creation of a state-of-the-art C++ audio engine. The next several chapters will focus on the development of this engine, and by the end of them, youll have a fully functional game audio engine you can drag and drop into your own projects (or use as a starting point for your own engine).But, before you get there, you need to understand a few new concepts, including the intimidating, programmer-devouring pit, DirectMusic.