Jump to content
  • Advertisement
Sign in to follow this  

DirectSound3D positioning

This topic is 3698 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

Hello everyone, I have a quick question about Microsoft DirectSound3D. I wish to use some very limited 3d audio in my game, it would only be used to simulate the muffling effect that indicates that something is behind you. In the tests that I've done so far the volume changes in strange ways when modifying x and y (both in head relative and in world mode), and it gets very hard to hear where things are. In normal stereo it's a lot easier, and I want to keep that simplisity but basically have it so that I can apply various amounts of muffling depending on how far back the sound source is. So that to the left and right the position would just change like it does with pan, but backwards and forward it would become more or less muffled depending on where the sound is. I could also combine this with the normal volume parameter to simulate distance more accurately as I don't fully understand how to set all the parameters up properly. If anyone could tell me what functions to call to set up the 3d engine to work like I've described, and also with what amounts to modify the position parameters when moving sounds, I would appreciate it very much. Thanks in advance for any replies. Regards Philip Bennefall

Share this post

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

  • Advertisement

Important Information

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

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!