Shawn Hargreaves:Managed code uses a different design philosophy. The goal is not so much to provide low level building blocks, but to build things that directly solve actual problems for our users.
I don't consider dynamic streaming audio as a "low level building block" that would not fit in a "managed code philosophy". Today for example, if someone wants to build an emulator for old arcade games on XNA, it's not possible (unless you stay on the windows platform and use some managed C++ wrapper to use other audio system). That's not probably the vast majority of xna developper users, but this kind of old games is always touching lots of end game users...
As i already said, the level of the XNA audio api is not at the level of the graphics api : on one side, with have static loading of fixed sound format, on the other side, with have dynamic streaming graphics. If i want to build a game with a particular sound effect (that i want to developp myself) like "a strange reverb on some sounds when the user enter a cave in a game", it's not possible.
Shawn Hargreaves:we were only left with a tiny number of people who actually planned to use this functionality for real.
I believe you. Dynamic audio synthesis and effect is not something really common to the vast majority of the users, but i believe it's the future for the audio part of games.
Shawn Hargreaves:So we prioritized based on what the largest number of customers were asking for.
Well, i should ask where the Zune support for 3.0 is coming from? Not from the largest number of your customers nor from connect (the only feature request was published after zune support was announced, and it was a feature request asking for windows mobile support...)
Note that i'm not against this support (although i only have a P