Have you ever run your audio through several DirectX Audio plugins, but what you got out the other end didn't sound quite a crisp and clean as the original? Well, all DirectX Audio plugins are not created equal, and you certainly don't want to take the manufacturers word on how good their plugins are (our plugins aren't the problem, it must be someone else). Sure, you could narrow it down through hours of checking, and using a whole host of other programs ... But that was before AnalogX BitPolice! Just like our fine officers on the streets, BitPolice is looking to catch some poor quality plugins in the act of trashing your audio fidelity! Simply start two copies of BitPolice, and place one before the plugin you're interested in, and one after... Then just compare the results, and the bit's don't lie!
In order to use BitPolice, your application must support DirectX Audio Plugins, and must also support realtime processing (such as Paris or WaveLab). If your application forces you to render the output from DirectX plugins, you're out of luck and should complain to the people who wrote it, because there's nothing I can do to help you out.