If I use FSOUND_3D_Update() and have my sounds actually use their position and velocity data, there is about a 10% chance that the sound will crackle when I make one. It doesn’t have anything to do with how many sounds I have or where the sound is coming from. With every sound, I am changing it’s freq, vol, attribs, and loop status… I tried commenting all those out one by one, and it doesn’t seem to have anything to do with any of them. I think that -maybe- it has to do with my FSOUND_3D_Listener_SetAttributes((float)&pos, (float)&vel0, 0, 1.0f, 0, 1.0f, 0);. Maybe I have my orientation vectors screwed up and that’s causing some sound errors. I’m making a 2d sidescroller game, so the perspective never changes… I hope I have those vals right(it was a little confusing). Thanks.

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