IndirectSound emulates audio hardware acceleration on modern Windows operating systems. This enables older games to have 3D positional audio (i.e. surround sound played out of rear and side speakers) like they were intended to when they were originally released.
Download the latest IndirectSound here. All currently-known issues are listed here and previous versions are available to download here.
You should consider using IndirectSound if the following apply:
If you meet the above criteria then IndirectSound can restore 3D positional surround sound in some games that is otherwise missing on modern versions of Windows.
game.exe, and will usually be in the main directory of the game
dsound.dllthat you extracted from the IndirectSound zip file to the same directory that the game's executable is in
dsound.inifile included in the IndirectSound zip file, but you can safely ignore it. (It provides a way to configure IndirectSound to emulate different kinds of audio hardware. If you are curious the
readme.txtfile has more information.)
readme.txt file found in the IndirectSound zip file has additional troubleshooting tips.
If they don't help and you still can't get IndirectSound to work for you
email me and provide as much information as you can
(make sure to include the
dsound.log file that IndirectSound generates as an attachment to your email).
In order to use Microsoft's DirectSound a game must load a "library" named
When a game asks Windows to load "
dsound.dll" it expects to use
the official DirectX library created by Microsoft,
but Windows will actually first look in the same directory as the running application
to see if a library named
dsound.dll exists there.
If it does then Windows will load that version instead of the official one.
IndirectSound, then, is pretending to be the real DirectSound library,
and the game doesn't know the difference.
When the game asks if audio hardware acceleration is available IndirectSound claims that it is (even though it really isn't) and then uses a newer Microsoft audio library, XAudio2, to create 3D positional sound in software. This means that anyone who has a machine capable of playing modern games can experience emulated hardware 3D positional audio on older games the way it was intended (at least until Microsoft stops supporting XAudio2).
I do my best to make IndirectSound reliable and safe, and I use it myself on my main gaming machine. With that being said, it is released "as is": There is no warranty and I am not liable for any damage it may cause, unintentional or otherwise. Please see the license here.
There is also a potential issue arising from how IndirectSound is able to do what it does.
The methods that it uses to pretend to be an official library
are also used by programs that allow people to cheat in games
as well as by malicious software that monitors user activity on compromised computers.
It is not impossible that the fake
dsound.dll could be detected
if you were to play a game with internet connectivity,
which could potentially lead to negative action being taken against you or your account
(by someone believing that you were using the unofficial
to cheat or that its presence posed a risk to other players).
I believe that this hypothetical situation will never happen:
Creative ALchemy uses the same technique that IndirectSound does
(placing a fake
dsound.dll in the game's directory; see the "Location" section in
this (archived) document)
and it is a well-known product that is widely used.
For what it's worth, I have been using IndirectSound with my personal Steam account and have experienced no problems.
Again, though, I emphasize that IndirectSound is offered as is,
and that by using it you accept any and all associated risks.
IndirectSound uses the Lua scripting language to easily configure settings. The license to use it can be found here.
IndirectSound uses the Mhook API hooking library to ensure that its own COM interfaces are used instead of what the Windows registry specifies. The license to use it can be found here.