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+Notes about WDM-KS host API
+---------------------------
+
+Status history
+--------------
+16th January 2011:
+Added support for WaveRT device API (Vista and later) for even lesser
+latency support.
+
+10th November 2005:
+Made following changes:
+ * OpenStream: Try all PaSampleFormats internally if the the chosen
+ format is not supported natively. This fixed several problems
+ with soundcards that did not take kindly to using 24-bit 3-byte formats.
+ * OpenStream: Make the minimum framesPerHostIBuffer (and framesPerHostOBuffer)
+ the default frameSize for the playback/recording pin.
+ * ProcessingThread: Added a switch to only call PaUtil_EndBufferProcessing
+ if the total input frames equals the total output frames
+
+5th September 2004:
+This is the first public version of the code. It should be considered
+an alpha release with zero guarantee not to crash on any particular
+system. So far it has only been tested in the author's development
+environment, which means a Win2k/SP2 PIII laptop with integrated
+SoundMAX driver and USB Tascam US-428 compiled with both MinGW
+(GCC 3.3) and MSVC++6 using the MS DirectX 9 SDK.
+It has been most widely tested with the MinGW build, with most of the
+test programs (particularly paqa_devs and paqa_errs) passing.
+There are some notable failures: patest_out_underflow and both of the
+blocking I/O tests (as blocking I/O is not implemented).
+At this point the code needs to be tested with a much wider variety
+of configurations and feedback provided from testers regarding
+both working and failing cases.
+
+What is the WDM-KS host API?
+----------------------------
+PortAudio for Windows currently has 3 functional host implementations.
+MME uses the oldest Windows audio API which does not offer good
+play/record latency.
+DirectX improves this, but still imposes a penalty
+of 10s of milliseconds due to the system mixing of streams from
+multiple applications.
+ASIO offers very good latency, but requires special drivers which are
+not always available for cheaper audio hardware. Also, when ASIO
+drivers are available, they are not always so robust because they
+bypass all of the standardised Windows device driver architecture
+and hit the hardware their own way.
+Alternatively there are a couple of free (but closed source) ASIO
+implementations which connect to the lower level Windows
+"Kernel Streaming" API, but again these require special installation
+by the user, and can be limited in functionality or difficult to use.
+
+This is where the PortAudio "WDM-KS" host implementation comes in.
+It directly connects PortAudio to the same Kernel Streaming API which
+those ASIO bridges use. This avoids the mixing penalty of DirectX,
+giving at least as good latency as any ASIO driver, but it has the
+advantage of working with ANY Windows audio hardware which is available
+through the normal MME/DirectX routes without the user requiring
+any additional device drivers to be installed, and allowing all
+device selection to be done through the normal PortAudio API.
+
+Note that in general you should only be using this host API if your
+application has a real requirement for very low latency audio (<20ms),
+either because you are generating sounds in real-time based upon
+user input, or you a processing recorded audio in real time.
+
+The only thing to be aware of is that using the KS interface will
+block that device from being used by the rest of system through
+the higher level APIs, or conversely, if the system is using
+a device, the KS API will not be able to use it. MS recommend that
+you should keep the device open only when your application has focus.
+In PortAudio terms, this means having a stream Open on a WDMKS device.
+
+Usage
+-----
+To add the WDMKS backend to your program which is already using
+PortAudio, you must define PA_USE_WDMKS=1 in your build file,
+and include the pa_win_wdmks\pa_win_wdmks.c into your build.
+The file should compile in both C and C++.
+You will need a DirectX SDK installed on your system for the
+ks.h and ksmedia.h header files.
+You will need to link to the system "setupapi" library.
+Note that if you use MinGW, you will get more warnings from
+the DX header files when using GCC(C), and still a few warnings
+with G++(CPP).