Quote Originally Posted by RinKaenbyou View Post
My friend said you are correct about the API wrappers however they also said that even when using those wrappers the xaudio runtime would still be handle locked to prevent deletion and yet they can delete all the xaudio files while the game is running and even start it without them existing at all so it seems very likely that EW is completely using WinMM.

Edit: They've also found this CDev.Engine.Sd.SoundDriver CDev.Engine.Sd.SoundDriver %d [Voice]
UseVoice =
VoiceCount = %d/%d
AudioRenderSlave%d R E S S U C C E S S D O N E ja R E S S U C C E S S G O T O W E B A P P R E S F A I L C O N N E C T I O N R E S F A I L N O L I C E N S E R E S F A I L E X P I R E D L I C E N S E ja R E S F A I L P H O T O R E S F A I L C O N T A C T S U P P O R T R E S F A I L H R T F D O W N L O A D R E S F A I L H R T F S A V E R E S F A I L H R T F C O R R U P T R E S U N K N O W N SOFTWARE\Embody\Immerse Gamepack FINAL FANTASY XIV Edition InstallPath Library CreateResonanceAudioApi

Which led them to this https://resonance-audio.github.io/resonance-audio/

Which led to them coming to the conclusion that it's FMOD audio on top of WinMM.
You guys made quite the discovery! Its impressive
I really would love the old audio back just like it used to be before 6.0 ...