Thanks Joe, for the detailed explanations!
Why does the virtual audio driver have a 0.5 dB attenuation, if it doesn’t do any processing other than storing audio samples and DPS has its own? Is this a precaution for the Windows OS audio processing?
I guess both the attenuation in the virtual audio driver and DPS are output adjustments, because it shouldn’t matter when only storing data or using floating point math for processing?
Btw, what’s the new headphone enhancer in the SDK?
Sorry for being so nosy. 🙂