Changed the 3D tutorial to actually rotate the sound around the listener
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@ -23,7 +23,7 @@ int main(int argc, char* argv[])
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//Some fancy text
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cout << "cAudio 1.7.1 Tutorial 2: 3dSound \n";
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//Hold audio source x position
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float x = 0;
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float rot = 0;
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//Grap the cAudioManager
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cAudio::IAudioManager* manager = cAudio::getAudioManager();
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//Init the cAudio Engine
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@ -41,14 +41,18 @@ int main(int argc, char* argv[])
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if(mysound && listener)
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{
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listener->setPosition(cAudio::cVector3(0,0,0));
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mysound->play3d(cAudio::cVector3(0,0,0),0.1,true);
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mysound->play3d(cAudio::cVector3(0,0,0),1.0f,true);
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mysound->setVolume(2.0);
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while(mysound->playing())
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{
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//Playback sound
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x+=0.1f * 0.017453293f; //0.1 degrees a frame
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float realX = sinf(x)*10.f;
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mysound->setPosition(cAudio::cVector3(realX,0.0,-5.0));
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//Figure out the location of our rotated sound
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rot+=0.1f * 0.017453293f; //0.1 degrees a frame
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//Sound "starts" at x=5, y=0, z=0
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float x = 5.0f * cosf(rot) - 0.0f * sinf(rot);
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float z = 0.0f * cosf(rot) + 5.0f * sinf(rot);
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mysound->setPosition(cAudio::cVector3(x,0.0,z));
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//Sleep for 1 ms to free some CPU
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cAudio::cAudioSleep(1);
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