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> The DirectX family of APIs also supports audio, input, networking, These APIs were deprecated for more than a decade. DirectSound since cca 2008, DirectInput
by vetinari 7y ago
> The DirectX family of APIs also supports audio, input, networking,
These APIs were deprecated for more than a decade. DirectSound since cca 2008, DirectInput since 2002, DirectPlay since 2004.
The APIs that are left under DirectX umbrella are Direct2D, Direct3D, DXCore (adapter enumeration), DirectWrite (font rendering) and DirectXMath.
- jfkebwjsbx 7y agoYes and no, there are new APIs to support the same use cases, and none are standard/cross platform. Whether they are part of DirectX formally or not is not important.
- jfkebwjsbx 7y agoPlease let me know why I am being downvoted, don't just do so. XAudio2 among several other libraries are key, even if not "DirectX". Even Microsoft points you out to them in the docs for DirectX...
- vetinari 7y agoSorry, I don't know, it certainly wasn't me... While XAudio2 is a key library, it is not DirectX one, as we were talking about DirectX umbrella project. It is not as low-level library as other DirectX projects were anymore, it doesn't talk to the hardware directly. It is really just a user space library with convenient functions, made by Microsoft. It also has competition, there's OpenAL, which is similar - even if it doesn't have as nice API, it is cross-platform.
- jfkebwjsbx 7y agoYeah, I understand, that is why I said it is not DirectX, but being in DirectX or not is just marketing. The reason is that XAudio2 (and lower level ones and other non-audio ones) is developed, distributed and recommended by Microsoft, and it is used by many major games and audio engines. So I don't understand who cares about whether it is formally part of DirectX or not. I didn't claim there aren't alternatives like OpenAL or Wine's XAudio2 implementation. I simply said the original XAudio2 is not portable on its own, which means you cannot simply use it in Linux, for instance.