Thanks for the fast response!
Programming as such is not a problem. But new libraries always need some time to get used to. And that is again largely dependant on the amount of accurate documentation. Last engine i worked with, there was no reference manual, for instance. Only tutorials and forums with great and not so great answers. That takes a LOT of your time.
So the better question to ask about that is perhaps, are there good resources I could depend on or would I be entering completely unknown territory?
About directsound, I beg to differ
. Compared to fmod it has a lot more latency, for instance (more than a 100 milliseconds). And the rolloff volume does not go smooth enough to zero. And try having 3 or 4 sounds moving around you with a good surround speaker system, close your eyes and try to track their positions. Directsound does a really bad job at balancing all gamesound in multiple channels.
It also doesn't allow for environmental acoustics. With fmod i could hear the impact off flickering walls to positioned sound, for instance. I admit it's not all about things the average gamer cares about, but if people would be made aware of the differences i'm sure they would not want to use directsound ever again :-)