| DemoGL::Reference::Functions::DEMOGL_SoundSystemSetListener3DPosition |
int DEMOGL_SoundSystemSetListener3DPosition( SListener3DPosition * const p3DPosition );
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
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