Processing Mode

[The feature associated with this page, DirectSound, is a legacy feature. It has been superseded by WASAPI and Audio Graphs. Media Casting have been optimized for Windows 10 and Windows 11. Microsoft strongly recommends that new code use Media Casting instead of DirectSound, when possible. Microsoft suggests that existing code that uses the legacy APIs be rewritten to use the new APIs if possible.]

Sound buffers have three processing modes: normal, head-relative, and disabled.

In normal mode (DS3DMODE_NORMAL), the sound source is positioned and oriented absolutely in world space. This is the default mode, and is used for sound sources that do not move and turn with the listener.

In head-relative mode (DS3DMODE_HEADRELATIVE), the 3D properties of the sound source are all relative to the current position, velocity, and orientation of the listener. As the listener moves and turns, the buffer is automatically repositioned in world space. Head-relative mode can be used for sounds such as a fly buzzing around the listener's head. However, most sounds that travel with the listener don't have to be 3D sounds at all.

In disabled mode (DS3DMODE_DISABLE), 3D sound processing is disabled and the sound seems to originate from the center of the listener's head.