3d sound: minimum data structure for a 3d source
In direct3d sound, for each source of sound I have this data structure
struct
{
IDirectMusicAudioPath8* m3DAudioPath;
IDirectSound3DBuffer8* mDSB;
IDirectSound3DListener8* mListener;
}
But I have 300 sound emitting objects and all are moving and are updated with DS3D_IMMEDIATE flag. So whole game slows down a lot. FPS drop from 100 fps to 10 fps.
So was that minumum data struct for each sound emitter. Or should there be "only one" IDirectMusicAudioPath8 and IDirectSound3DListener8.
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