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 DynamicSoundEffectInstance class.
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 DynamicSoundEffectInstance class?
