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sample details

3D Audio
Sample
submitted
4/26/2007

Description:

This sample shows how to position sounds in 3D space, implementing panning, Doppler, and distance attenuation effects.

Sample Overview

3D audio is a bit more complicated than playing regular cues. It is not good enough to just "fire and forget" a 3D sound. As the listener moves around the world, or if the entity that created a sound moves, you must update the 3D audio settings to reflect these changes.

This sample demonstrates how to overcome this problem, implementing an AudioManager component that keeps track of cue instances and automatically updates their 3D settings.

downloads
Framework

GS 2.0

Vertex Shader Version

VS 1.1

Pixel Shader Version

PS 1.1

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