I’m trying to play a single cue from an XACT project that is built using XACT v3.0 (9.28.0.0).
The cue consists of one wave sound (0.148s, 44100Hz, 16 bit, Mono). When the XACT-Project is build using a PCM compression preset it works fine. With ADPCM it’s some noise. I tried different files, without getting any of them to work.
I need help with two aspects of this:
Is building the AudioContent.xgs, SoundBank.xsb and WaveBank.xwb width XACT v3.0 and copying the resulting files into the content the right way to do it? It seems so to me, since PCM is working
It looks like the audio file isn’t decoded the right way. Is this done by MonoGame or the underlying SharpDX? Some advice on possible causes and what to try/debug would help me a lot.
In the issue you posted, kvenkateshan seems to be having the same problem and solved it by removing the compression preset. This would increase the audio content size of our project by 10s of MB and really isn’t an option.
One question that comes to mind is how the user will be able to set the compression for a future XActProcessor. It would probably be necessary to individually overwrite the compression setting for each compression preset (e.g. using wav for short sounds and m4a for music tracks).
Openal-soft can play both MS-ADPCM and IMA-ADPCM, so when we switch to that for the desktop platforms we can get compressed audio samples support working on most platforms. iOS may require some more work.
I’m not sure what this means for the MonoGame Windows version. Would you really replace XAudio2 with OpenAL?
Simply using the WindowsGL version isn’t working for me, because it doesn’t seam to have Video support.