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Here’s something that would be useful for us:

We have certain 3D sounds that we need to come from a certain direction, no matter what the listener orientation is. To do this, we use a “Head Relative” sound, but the problem is that as the listener rotates around, the sound stays in the same position relative to the head.

So, if I start with head at {0,0,0} facing toward {0,1,0} and I place a head relative sound at {-1,0,0} it will sound out of the left, but if I then rotate the listener so its facing {1,0,0} (ie 90 degrees to the right) then the sound will come from behind.

That’s fine, of course, and sometimes desireable, but if I want the sound to [b:16370zdn]always[/b:16370zdn] be coming from the left, then I have two options: either I can move the sound myself every update cycle (which is the route I’m going) or I can use Channel::setSpeakerMix() (which is more control than I want or need).

So, my proposition is for a “3D Head Absolute” flag on sound creation, which would maintain an absolute offset from the listener, including its orientation. (Thus, the input position would have to be relative to the origin, just like the Head Relative, but would automatically rotate around with the listener.)

What do you think? :)

  • Guy
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Sweeeet!

Thank you very much!

  • G
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Just wondering what the status is on this, since I didn’t see it in this version. :)

Thank you!

  • Guy
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Gotcha. Thanks for the update!

  • G
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