「[翻訳] Xbox One (Durango): Sound of Tomorrow」の編集履歴(バックアップ)一覧はこちら
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<h1 class="blog-title"><a href="http://www.vgleaks.com/durango-sound-of-tomorrow/">Xbox One (Durango): Sound
of Tomorrow</a></h1>
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<p>One of the few components that remain unveiled in<strong><a href="http://www.vgleaks.com/durango/" title="Xbox One">Xbox
One</a></strong>(<strong>Durango)</strong>is the<strong>sound block</strong>.
This article is intended to describe this important part inside the system.</p>
<p>Xbox One (Durango) audio architecture seeks a balance between the successes
and tradeoffs of previous generation platforms while anticipating the
increasing technical needs of next-generation implementations. It provides
hardware-accelerated pathways for the most common aspects of audio
rendering—compression, mixing, filtering, and so on—on a large number of
concurrent voices. The architecture also provides a shared resource model for
software processing consumption, allowing each individual title to select what
and how much custom signal manipulation to apply in CPU utilization.</p>
<p> </p>
<p> </p>
<h3><span lang="en-us" xml:lang="en-us">Audio Architectural
Overview</span></h3>
<p class="MsoNormal"><span lang="en-us" xml:lang="en-us">In addition to general
CPU power (which can be used for decoding, synthesis, rendering, and so on),
Durango provides several hardware components dedicated to audio processing. The
audio hardware components can address the entire unified memory space. Here you
can see the hardware-accelerated audio components:<br /></span></p>
<p class="MsoNormal"><img height="322" width="626" title="Xbox One (Durango): Sound of Tomorrow" src="http://www.vgleaks.com/wp-content/uploads/2013/04/audio.jpg" alt="audio Xbox One (Durango): Sound of Tomorrow" class="size-full wp-image-3305 aligncenter" /></p>
<p class="MsoNormal"> </p>
<p class="MsoNormal"> </p>
<p class="MsoNormal"><span lang="en-us" xml:lang="en-us">The SHAPE (Scalable
Hardware Audio Processing Engine) block comprises the majority of audio
functionality, although the other processors also contribute significant
features.</span></p>
<p class="MsoNormal"> </p>
<p class="MsoNormal"> </p>
<h3><span lang="en-us" xml:lang="en-us">SHAPE (Scalable Hardware Audio
Processing Engine)</span></h3>
<p class="MsoNormal"><span lang="en-us" xml:lang="en-us">The core hardware
dedicated to audio processing is SHAPE. It is designed to perform many of the
basic operations commonly required on a per-voice basis. This hardware allows a
developer to reduce CPU impact</span><span lang="en-us" xml:lang="en-us">—</span><span lang="en-us" xml:lang="en-us">even for high polyphony and
complex-signal routings</span><span lang="en-us" xml:lang="en-us">—</span><span lang="en-us" xml:lang="en-us">and still provide the
flexibility of SHAPE/CPU data interchange if a title chooses to perform custom
digital signal processing, analysis, or software synthesis.</span></p>
<p class="MsoNormal"><span lang="en-us" xml:lang="en-us">SHAPE operates on
blocks of 128 samples, where each sample supports 24-bit integer resolution (or
32-bit float when used by the CPU). At 48 kHz, this represents a 2.67 ms audio
frame, providing increased timing resolution and decreased latency compared
with the<a href="http://www.vgleaks.com/xbox-360/" title="Xbox 360">Xbox
360</a>256 sample block size. SHAPE offers six fixed function blocks focused on
common audio tasks:</span></p>
<p style="margin-left:38.4pt;text-indent:-18pt;" class="MsoListParagraphCxSpFirst"><span lang="en-us" xml:lang="en-us"><span>1.<span style="font:7pt 'Times New Roman';"> </span></span></span><b><span lang="en-us" xml:lang="en-us">XMA Decoder:</span></b><span lang="en-us" xml:lang="en-us">Concurrent decodes of 512 XMA format voices. XMA is a perceptual codec
developed for Xbox 360 offering user-tunable quality and typically providing
between 6:1 and 14:1 compression.</span></p>
<p style="margin-left:38.4pt;text-indent:-18pt;" class="MsoListParagraphCxSpMiddle"><span lang="en-us" xml:lang="en-us"><span>2.<span style="font:7pt 'Times New Roman';"> </span></span></span><b><span lang="en-us" xml:lang="en-us">SRC:</span></b><span lang="en-us" xml:lang="en-us">A
high-quality dedicated polyphase sample rate conversion block allowing for high
performance and high-quality frequency resampling of 512 mono channels of audio
data (whether for format conversion, Doppler effect, or pitch
variation).</span></p>
<p style="margin-left:38.4pt;text-indent:-18pt;" class="MsoListParagraphCxSpMiddle"><span lang="en-us" xml:lang="en-us"><span>3.<span style="font:7pt 'Times New Roman';"> </span></span></span><b><span lang="en-us" xml:lang="en-us">Mix Buffers:</span></b><span lang="en-us" xml:lang="en-us">Dedicated accumulators for 128 in-place mix channels without needing to
access memory, and with additional channels available virtually. These mix
buffers also provide coarse metering and clipping detection for debugging and
monitoring.</span></p>
<p style="margin-left:38.4pt;text-indent:-18pt;" class="MsoListParagraphCxSpMiddle"><span lang="en-us" xml:lang="en-us"><span>4.<span style="font:7pt 'Times New Roman';"> </span></span></span><b><span lang="en-us" xml:lang="en-us">FLT/VOL:</span></b><span lang="en-us" xml:lang="en-us">A
module providing both volume scaling and a state variable filter implementation
for more than 2,500 voices/mixes, analogous to the software-exposed XAudio2
per-voice filter available on Windows and Xbox 360. The filter can provide low
pass, high pass, band pass, or notch filtering, and exposes Q and cutoff/center
frequency parameters. It is used most commonly for distance and occlusion
modeling.</span></p>
<p style="margin-left:38.4pt;text-indent:-18pt;" class="MsoListParagraphCxSpMiddle"><span lang="en-us" xml:lang="en-us"><span>5.<span style="font:7pt 'Times New Roman';"> </span></span></span><b><span lang="en-us" xml:lang="en-us">EQ/CMP:</span></b><span lang="en-us" xml:lang="en-us">A module
providing up to 512 channels of 3-band equalization and dynamic range
compression. The EQ is comprised of three serially cascaded biquad filters. The
compressor has a hard-knee response, and supports both side chain and expander
functionality.</span></p>
<p style="margin-left:38.4pt;text-indent:-18pt;" class="MsoListParagraphCxSpLast"><span lang="en-us" xml:lang="en-us"><span>6.<span style="font:7pt 'Times New Roman';"> </span></span></span><b><span lang="en-us" xml:lang="en-us">DMA:</span></b><span lang="en-us" xml:lang="en-us">SHAPE has
dedicated DMA hardware for transferring audio data to and from the unified
memory space. This enables scenarios that include transfer without a
sample-rate converter, transferring final mix channels, and CPU-based
processing in the middle of a SHAPE-based audio graph.</span></p>
<p class="MsoNormal"><span lang="en-us" xml:lang="en-us">Playback of a typical
audio graph is expected to use each of these processors extensively.</span></p>
<h4><span lang="en-us" xml:lang="en-us">ACP (Audio Control
Processor)</span></h4>
<p class="MsoNormal"><span lang="en-us" xml:lang="en-us">The ACP provides state
management and scheduling of all other audio hardware components on the North
Bridge. CPU involvement in intra-frame processing and the
synchronization/latency it might introduce is unnecessary.</span></p>
<h4><span lang="en-us" xml:lang="en-us">ASP (Audio</span><span lang="en-us" xml:lang="en-us">Sca</span><span lang="en-us" xml:lang="en-us">lar</span><span lang="en-us" xml:lang="en-us">Processor)</span></h4>
<p class="MsoNormal"><span lang="en-us" xml:lang="en-us">The ASP supports
scalar float and vector integer operations. Voice chat codecs</span><span lang="en-us" xml:lang="en-us">—</span><span lang="en-us" xml:lang="en-us">both those
that manage wireless communication between a voice chat headset and the
console, and those that are used to compress/decompress voice data for
networked voice communication</span><span lang="en-us" xml:lang="en-us">—</span><span lang="en-us" xml:lang="en-us">are provided in hardware.
Additionally, this processor supports xWMA format decompression in hardware; on
Xbox 360, xWMA was solely a CPU-side decode option</span></p>
<h4><span lang="en-us" xml:lang="en-us">AVP (Audio Vector
Processor)</span></h4>
<p class="MsoNormal"><span lang="en-us" xml:lang="en-us">The AVP supports
vector float operations, and is designed primarily for MEC (multichannel echo
cancellation) and other noise reduction for the next-generation Kinect audio
input. It supports both speech recognition and chat/arbitrary audio input use.
MEC and other noise reduction processing allow for a more intelligible stream
of the player’s spoken audio data even from a far talk microphone that is
typically positioned closer to the output speakers than to the
player.</span></p>
<h3><span lang="en-us" xml:lang="en-us">Audio and Durango Hardware</span></h3>
<p class="MsoNormal"><span lang="en-us" xml:lang="en-us">Durango’s audio output
pipeline eliminates the DAC (digital-to-analog converter) found in previous
generation consoles. All audio is output strictly in the digital realm either
through HDMI 1.4a or as S/PDIF optical output. HDMI 1.4a allows for
high-fidelity linear 7.1-channel PCM to be transmitted from the console; titles
default to an output sampling rate of 48 kHz and a bit depth of 24 bits.
Durango is also designed to support up to four simultaneous stereo headset
outputs, each of which can represent unique multichannel mixes that are
downmixed as required by the output format (for instance, a headset or the
S/PDIF output).</span></p>
<p class="MsoNormal"><span lang="en-us" xml:lang="en-us">Durango accepts audio
input from a variety of sources: the next-generation Kinect microphone array,
voice chat headsets, other audio input peripherals, and storage media (whether
HDD, flash or from cloud storage). Audio also can be algorithmically generated
through CPU-based computation and manipulated in real time on a CPU, through
the aforementioned SHAPE hardware components, or both.</span></p>
<h3><span lang="en-us" xml:lang="en-us">Compression Formats</span></h3>
<p class="MsoNormal"><span lang="en-us" xml:lang="en-us">Durango offers
hardware decompression support for both XMA2 and xWMA, both of which provide
significant storage, bandwidth, and memory reductions over uncompressed PCM.
XAudio2 also offers software support for ADPCM (Adaptive Differential Pulse
Code Modulation). Although the computation for the ADPCM format is low
overhead, as a non-perceptual codec ADPCM can express noticeable artifacts at
lower sampling rates.</span></p>
<table cellspacing="0" cellpadding="0" border="0" width="642" style="margin-left:7.2pt;border-collapse:collapse;" class="MsoNormalTable"><tbody><tr style="height:26.45pt;"><td width="66" valign="top" style="width:49.5pt;border-width:1pt 1pt 3pt;border-style:solid;border-color:#FFFFFF;background:#c0504d none repeat scroll 0% 0%;padding:2.7pt 7.2pt;height:26.45pt;text-align:center;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="color:#FFFFFF;"><br />
Format</span></p>
</td>
<td width="108" valign="top" style="width:81pt;border-top:solid #FFFFFF 1pt;border-left:none;border-bottom:solid #FFFFFF 3pt;border-right:solid #FFFFFF 1pt;background:#c0504d;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:26.45pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="color:#FFFFFF;">Compression (approximate)</span></p>
</td>
<td width="192" valign="top" style="width:144pt;border-top:solid #FFFFFF 1pt;border-left:none;border-bottom:solid #FFFFFF 3pt;border-right:solid #FFFFFF 1pt;background:#c0504d;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:26.45pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="color:#FFFFFF;"><br />
Durango</span></p>
</td>
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<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="color:#FFFFFF;"><br />
Xbox 360</span></p>
</td>
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<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="color:#FFFFFF;"><br />
Loop capability</span></p>
</td>
</tr><tr style="height:14.55pt;"><td width="66" valign="top" style="width:49.5pt;border:solid #FFFFFF 1pt;border-top:none;background:#e8d0d0;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:14.55pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">PCM</span></p>
</td>
<td width="108" valign="top" style="width:81pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#e8d0d0;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:14.55pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">None</span></p>
</td>
<td width="192" valign="top" style="width:144pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#e8d0d0;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:14.55pt;">
<p class="Tablebody"> </p>
<p>Yes</p>
</td>
<td width="120" valign="top" style="width:90pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#e8d0d0;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:14.55pt;">
Yes</td>
<td width="156" valign="top" style="width:117pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#e8d0d0;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:14.55pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">Arbitrary</span></p>
</td>
</tr><tr style="height:15.65pt;"><td width="66" valign="top" style="width:49.5pt;border:solid #FFFFFF 1pt;border-top:none;background:#f4e9e9;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:15.65pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">ADPCM</span></p>
</td>
<td width="108" valign="top" style="width:81pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#f4e9e9;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:15.65pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">3.5-4:1</span></p>
</td>
<td width="192" valign="top" style="width:144pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#f4e9e9;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:15.65pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">(Software)</span></p>
</td>
<td width="120" valign="top" style="width:90pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#f4e9e9;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:15.65pt;">
</td>
<td width="156" valign="top" style="width:117pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#f4e9e9;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:15.65pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">Block
aligned</span></p>
</td>
</tr><tr style="height:29.6pt;"><td width="66" valign="top" style="width:49.5pt;border:solid #FFFFFF 1pt;border-top:none;background:#e8d0d0;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:29.6pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">XMA2</span></p>
</td>
<td width="108" valign="top" style="width:81pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#e8d0d0;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:29.6pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">6-14:1</span></p>
</td>
<td width="192" valign="top" style="width:144pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#e8d0d0;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:29.6pt;">
Yes
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">(512
Hardware)</span></p>
</td>
<td width="120" valign="top" style="width:90pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#e8d0d0;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:29.6pt;">
<p class="Tablebody">Yes</p>
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">(320
Hardware)</span></p>
</td>
<td width="156" valign="top" style="width:117pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#e8d0d0;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:29.6pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">128
sample-aligned</span></p>
</td>
</tr><tr style="height:26.45pt;"><td width="66" valign="top" style="width:49.5pt;border:solid #FFFFFF 1pt;border-top:none;background:#f4e9e9;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:26.45pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">xWMA</span></p>
</td>
<td width="108" valign="top" style="width:81pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#f4e9e9;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:26.45pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">20-40:1</span></p>
</td>
<td width="192" valign="top" style="width:144pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#f4e9e9;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:26.45pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">Yes</span></p>
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">(Hardware + Software
support)</span></p>
</td>
<td width="120" valign="top" style="width:90pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#f4e9e9;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:26.45pt;">
<p class="Tablebody">Yes</p>
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">(Software
only)</span></p>
</td>
<td width="156" valign="top" style="width:117pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#f4e9e9;padding:2.7pt 7.2pt 2.7pt 7.2pt;height:26.45pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us">End to end only, may
gap</span></p>
</td>
</tr></tbody></table><p style="margin-top:12pt;" class="MsoNormal"><span lang="en-us" xml:lang="en-us">Additional audio formats</span><span lang="en-us" xml:lang="en-us">—</span><span lang="en-us" xml:lang="en-us">for instance, MP3 or
OGG</span><span lang="en-us" xml:lang="en-us">—</span><span lang="en-us" xml:lang="en-us">for game assets can be provided through title or middleware
software codecs running on a CPU.</span></p>
<h3>A<span lang="en-us" xml:lang="en-us">udio and the Durango App
Model</span></h3>
<p class="MsoNormal"><span lang="en-us" xml:lang="en-us">While in the
foreground, an application has full access to the SHAPE hardware. When that
application is pushed to the background</span><span lang="en-us" xml:lang="en-us">—</span><span lang="en-us" xml:lang="en-us">pinned, picture-in-picture,
or other scenarios</span><span lang="en-us" xml:lang="en-us">—</span><span lang="en-us" xml:lang="en-us">it relinquishes hardware
control. By default, its hardware state is suspended, and resumes when the
title returns to the foreground. This also is true for Exclusive Resource
Applications [ERAs] where the software graph is suspended.</span></p>
<p class="MsoNormal"><span lang="en-us" xml:lang="en-us">A title may optionally
choose to tear down its audio graph and reconstruct it upon resume. Some
titles, particularly Shared Resource Applications [SRAs] that play background
music such as streaming radio, may choose to have some aspects of audio
continue to play even while paused. For these scenarios, titles should closely
evaluate whether to attempt a seamless transition from hardware to software
rendering, or to always play audio intended for background playback via a
software-only pipeline. This has implications for compression formats and CPU
costs. XMA-compressed assets, for example, require the use of SHAPE hardware,
and thus will not be decodable for a background application.</span></p>
<p class="MsoNormal"><span lang="en-us" xml:lang="en-us">The XAudio2 audio
engine does provide software pathways for many functions if a title chooses to
allocate CPU resources. Where practical, these functions mimic hardware
capabilities, but some compute intensive processing is either unavailable or is
differently implemented in software. Titles transitioning from hardware
processing to software processing based on an app’s state may want to consider
these differences when planning their audio pipelines.</span></p>
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<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="color:#FFFFFF;"><br />
Feature</span></p>
</td>
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<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="color:#FFFFFF;">Durango Hardware Capability</span></p>
</td>
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<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="color:#FFFFFF;"><br />
Durango Software Capability</span></p>
</td>
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<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="color:#FFFFFF;"><br />
Equivalent?</span></p>
</td>
</tr><tr style="height:12pt;"><td width="144" valign="top" style="width:108.3pt;border:solid #FFFFFF 1pt;border-top:none;background:#dee7d1;padding:3.6pt 7.2pt 3.6pt 7.2pt;height:12pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">Sample Rate Conversion</span></p>
</td>
<td width="174" valign="top" style="width:130.85pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#dee7d1;padding:3.6pt 7.2pt 3.6pt 7.2pt;height:12pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">(SRC) polyphase</span></p>
</td>
<td width="221" valign="top" style="width:165.4pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#dee7d1;padding:3.6pt 7.2pt 3.6pt 7.2pt;height:12pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">XAudio2 linear interpolation</span></p>
</td>
<td width="96" valign="top" style="width:72pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#dee7d1;padding:0cm 0cm 0cm 4.3pt;height:12pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">No</span></p>
</td>
</tr><tr style="height:18.35pt;"><td width="144" valign="top" style="width:108.3pt;border:solid #FFFFFF 1pt;border-top:none;background:#eff3ea;padding:3.6pt 7.2pt 3.6pt 7.2pt;height:18.35pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">Parametric EQ</span></p>
</td>
<td width="174" valign="top" style="width:130.85pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#eff3ea;padding:3.6pt 7.2pt 3.6pt 7.2pt;height:18.35pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">(EQ/CMP) 3-band EQ</span></p>
</td>
<td width="221" valign="top" style="width:165.4pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#eff3ea;padding:3.6pt 7.2pt 3.6pt 7.2pt;height:18.35pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">3-band EQ, simple one-band, or custom
DSP</span></p>
</td>
<td width="96" valign="top" style="width:72pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#eff3ea;padding:0cm 0cm 0cm 4.3pt;height:18.35pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">Yes</span></p>
</td>
</tr><tr style="height:14.75pt;"><td width="144" valign="top" style="width:108.3pt;border:solid #FFFFFF 1pt;border-top:none;background:#dee7d1;padding:3.6pt 7.2pt 3.6pt 7.2pt;height:14.75pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">Compressor/Limiter</span></p>
</td>
<td width="174" valign="top" style="width:130.85pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#dee7d1;padding:3.6pt 7.2pt 3.6pt 7.2pt;height:14.75pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">(EQ/CMP) Hard-knee, side chain, and expander
capabilities</span></p>
</td>
<td width="221" valign="top" style="width:165.4pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#dee7d1;padding:3.6pt 7.2pt 3.6pt 7.2pt;height:14.75pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">Hard-knee, side chain, and expander
capabilities</span></p>
</td>
<td width="96" valign="top" style="width:72pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#dee7d1;padding:0cm 0cm 0cm 4.3pt;height:14.75pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">Yes</span></p>
</td>
</tr><tr style="height:22.85pt;"><td width="144" valign="top" style="width:108.3pt;border:solid #FFFFFF 1pt;border-top:none;background:#eff3ea;padding:3.6pt 7.2pt 3.6pt 7.2pt;height:22.85pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">Filtering</span></p>
</td>
<td width="174" valign="top" style="width:130.85pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#eff3ea;padding:3.6pt 7.2pt 3.6pt 7.2pt;height:22.85pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">(FLT/VOL) State variable filter</span></p>
</td>
<td width="221" valign="top" style="width:165.4pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#eff3ea;padding:3.6pt 7.2pt 3.6pt 7.2pt;height:22.85pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">XAudio2 state variable filter, single-pole LPF,
or custom DSP</span></p>
</td>
<td width="96" valign="top" style="width:72pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#eff3ea;padding:0cm 0cm 0cm 4.3pt;height:22.85pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">Yes</span></p>
</td>
</tr><tr style="height:35pt;"><td width="144" valign="top" style="width:108.3pt;border:solid #FFFFFF 1pt;border-top:none;background:#dee7d1;padding:3.6pt 7.2pt 3.6pt 7.2pt;height:35pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">Mixing</span></p>
</td>
<td width="174" valign="top" style="width:130.85pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#dee7d1;padding:3.6pt 7.2pt 3.6pt 7.2pt;height:35pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">(Mix Buffers) Includes clip detection,
metering</span></p>
</td>
<td width="221" valign="top" style="width:165.4pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#dee7d1;padding:3.6pt 7.2pt 3.6pt 7.2pt;height:35pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">Software mixing; custom DSP for clip detection
or metering</span></p>
</td>
<td width="96" valign="top" style="width:72pt;border-top:none;border-left:none;border-bottom:solid #FFFFFF 1pt;border-right:solid #FFFFFF 1pt;background:#dee7d1;padding:0cm 0cm 0cm 4.3pt;height:35pt;">
<p class="Tablebody"><span lang="en-us" xml:lang="en-us" style="font-size:9pt;color:#000000;">Yes (for mixing)</span></p>
</td>
</tr></tbody></table><h3><span lang="en-us" xml:lang="en-us">Durango Audio Libraries</span></h3>
<p class="MsoNormal"><span lang="en-us" xml:lang="en-us">Durango supports two
audio rendering APIs for typical game use along with a variant of the Windows 8
Media Foundation API for playback of user music:</span></p>
<p style="text-indent:-18pt;" class="MsoListParagraphCxSpFirst"><span lang="en-us" xml:lang="en-us"><span>1.<span style="font:7pt 'Times New Roman';"> </span></span></span><span lang="en-us" xml:lang="en-us">XAudio2, a game-focused audio library already available on
Xbox 360 and Windows operating systems (Windows XP to Windows 8), is generally
recommended for most title development.</span></p>
<p style="text-indent:-18pt;" class="MsoListParagraphCxSpLast"><span lang="en-us" xml:lang="en-us"><span>2.<span style="font:7pt 'Times New Roman';"> </span></span></span><span lang="en-us" xml:lang="en-us">WASAPI (Windows Audio Session API) can be used for any custom,
exclusively software-implemented pipeline. WASAPI provides audio endpoint
functionality only. Decompression, sample-rate conversion, mixing, and
digital-signal processing, as well as interactions with Durango’s audio
hardware components, must be implemented by the client. WASAPI is most
typically used by audio middleware solutions.</span></p>
<p class="MsoNormal"><span lang="en-us" xml:lang="en-us">The Microsoft
Cross-Platform Audio Creation Tool (XACT) and DirectSound are not supported in
the Durango environment. Titles that previously used these technologies should
consider the solutions identified above, or use approved Durango audio
middleware options.</span></p>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
<p> </p>