![]() This makes it very easier to create "sound bubbles" around 3D models.įor example you might have a river located at a specific position in the world. The x, y, and z position of the sound are the same as the left handed coordinate system DirectX uses for graphics. The first concept with 3D sound is that all sounds now have a 3D position in the world. We will modify the original code so that sounds are now 3D instead of 2D. The code in this tutorial is based on the earlier Direct Sound tutorial. This tutorial will cover how to implement 3D sound using Direct Sound in DirectX 11 with C++.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |