| DemoGL::Reference::Functions::DEMOGL_SoundSystemSetChannel3DPosition |
int DEMOGL_SoundSystemSetChannel3DPosition( const int iChannelCodeID, SSoundChannel3DPosition * const p3DPosition );
| Error code | Description |
| DGL_SS_ERR_CHANNELACTIONFAILED | The underlying sound library reported an error while applying the 3D position to the channel or the element which owns the sound data the given channel is playing is loaded without 3D enabled, see DEMOGL_SoundSystemLoadElement |
| DGL_SS_ERR_CHANNELNOTINUSE | The iChannelCodeID value is not found as an active channel. |
| DGL_SS_ERR_ILLEGALELEMENTTYPE | The channel specified is playing data belonging to an element of an unknown type. This is caused by an implementation error. Should not happen. |
NOTE: There is just one listener position in the sound system, because that's the way the underlying sound library works. This way, you have to keep in mind that two or more effects visible at the same time with total different scenes have to use the same global listener position for their 3D enabled sound channels. It will be odd at first, but it's the same way OpenGL works: there is no camera, the frustum is always at (0,0,0) looking at the negative Z, the world is moved/rotated so it looks as if the 'camera' is rotated/moved. Updating the global listener position in more than one effect in one frame is useless: only the last one will have any effect.
Last changed on 18-jan-2001
©1999-2001 Solutions Design