Jump to content
  • Advertisement
Sign in to follow this  
Cyttorak

DirectSound3D question: sound delay

This topic is 4254 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi! I'm using DirectSound3D in my game, and it runs smoothly, but I have a little problem: I have a sound source 1000 units (meters in DirectSound3D) from listener. In real life, we will hear this sound with a small delay, due to sound speed (aprox. 300 m/s). However, in my game, sound arrives instantly from source. Source's and listener's speed is 0, and all rolloff, doppler and other listener values are set to default. My question is: does DirectSound3D implement this effect, or I have to implement it? Thanks in advance.

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!