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.
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GS 2.0
VS 1.1
PS 1.1
autres échantillons
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