My question is, besides updating the channel position every frame, how to make the channel volume independent to the listener’s position? All samples are loaded with FSOUND_HW3D.
<font size=-1>[ This Message was edited by: frank2000 on 2001-09-15 10:37 ]</font>
- frank2000 asked 17 years ago
Thank you Adion.
I don’t know why samples loaded with FSOUND_2D is different from that of loaded with FSOUND_HW3D (no bass at all for FSOUND_2D). The possible solution is updating channels used by listener every frame……
Is it possible to add functions dealing with my situation in the new version?
<font size=-1>[ This Message was edited by: frank2000 on 2001-09-18 23:41 ]</font>
Thank you for suggestions. If I use FSOUND_SetVolume, do I need to call it every frame in order to keep the volume constant while the listener is moving around?
In my case, I want to implement the player(listener) speaks while walking. The volume of player’s speech/sound-effect channels are independent to player’s position, and other channels remain 3D.
<font size=-1>[ This Message was edited by: frank2000 on 2001-09-16 09:02 ]</font>
The streams/samples that you want to play independent of position should be loaded with FSOUND_2D, the other samples can still be loaded in 3D.
If you want to load all samples using HW3D you will have to update the position of these channels so they are at the same position as the player.
You will have to update the position as much as the player moves.
FSOUND_SetVolume should only be called if you want to change the volume.
- Adion answered 17 years ago
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