XNA Creators Club Online
Page 1 of 1 (2 items)
Sort Posts: Previous Next

XACT and Panning

Last post 26/10/2009 5:18 by MarkMacumber. 1 replies.
  • 26/10/2009 4:44

    XACT and Panning

    Hi Guys,

    I did a quick search on the forums and did not really find anything helpful, so I will just go ahead and ask it. Can someone please explain the Panning (Apply3D) effects of a Cue?

    I have seen the example code, http://msdn.microsoft.com/en-us/library/dd940200.aspx but their code does not work for me... do I need do do something at design time (in XACT) to enable panning other than selecting the "360 Pan" checkbox?

    If someone could explain this to me, or even just give me something to read that does actually explain it, not just a slab of code, that would be awesome!

    Cheers,
    Mark
  • 26/10/2009 5:18 In reply to

    Re: XACT and Panning

    Answer
    Reply Quote
    Ok, wouldnt you know it, as soon as I post that I finally crack the code :)

    From my understanding there are two components, the emitter and the listener. The emitter, (strangly enough), emmits the sound, so its location "relative to" the listener is what gives you the 3d effect, so if you set your listener (which I guess is supposed to represent the player in a game) to a point of x:0, y:0 and z:15, thats in 3d space, then if you emitter is at x:-15 y:0 and z:0 it would be to the front and left of the player (but in vertical alignment of the y-axis), and the further its x position is off to the left (mnore negative), the more it seems like its to the left speaker.

    Is this about correct?

    Cheers,
    Mark
Page 1 of 1 (2 items) Previous Next