Description:
This sample shows how to position sounds in 3D space by
implementing panning, Doppler, and distance attenuation effects.
Sample Overview
3D audio is a bit more complicated than playing regular
cues. It's not good enough to just "fire and forget" a 3D sound. As
the listener or the entity that created a sound moves around the
world, you must update the 3D audio settings to reflect these changes.
This sample demonstrates how to overcome this problem by
implementing an AudioManager component that keeps track of cue instances and
automatically updates their 3D settings.
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