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Problems getting 3d positioning working in isometric game
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[quote][b]cliffski[/b] wrote: Hi there! I'm currently making an isometric game (www.positech.co.uk/productionline) And using irrklang 32bit 1.6 My 3d placed sound volumes seem wrong, even random, and I think its because I'm misunderstanding the coordinate system. I've experimented a lot but got nowhere! What I want is obviously L/R panning, and sounds getting louder as I zoom in. when I place a sound in the game, the Z position is always 0 (ground level). Here is my listener code: [code] float zpos = 220.0f - (200.0f * GUI_GetCamera()->GetRelativeZoom()); vec3df position(focus.X, focus.Y, zpos); // position of the listener vec3df lookDirection(0, 0, -1.0f); // the direction the listener looks into vec3df velPerSecond(0, 0, 0); // only relevant for doppler effects vec3df upVector(0, 1, 0); // where 'up' is in your 3D scene PEngine->setListenerPosition(position, lookDirection, velPerSecond, upVector); [/code] Objects are placed in my isometric world in an x,y location, and that bit seems to work ok, its just the Z axis that confuses the hell out of me :D A single tile in my world is 512.0f width. I'm not sure what units irrklang is using, is it meters. My current rolloff and other settings are: [code] PEngine->setRolloffFactor(0.25f); [/code] [code] psnd->setMinDistance(30.0f); [/code] I'm hoping that sounds will be heard maybe 5 tiles away from their source. Any advice on the correct settings is very much appreciated.[/quote]
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