In particular, I'd like to know how to get a set of audio samples that are compatible with the XNA's Sound API classes, such as the
I've used the
DynamicSoundEffectInstance class for synthesizer work in XNA before. But now instead of synthesizing my sounds, I'd like to read audio samples directly out of audio files - basically I want to do my own mixing and sequencing of samples into a single
DynamicSoundEffectInstance object. I've had subtle timing problems when trying to do sequencing on XNA before using regular timers and
Play() calls, so I need more control.
Clearly, XNA already knows how to load sounds, for instance, using the content pipeline and the
SoundEffect class. Is the underlying format used by the
SoundEffect class the same as the one used by the
DynamicSoundEffectInstance class - signed 16 bit interleaved PCM?
In short, how do I reach the point where I can play an audio file using the