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Ignore:
Timestamp:
Oct 21, 2009, 5:28:13 PM (16 years ago)
Author:
youngk
Message:

Ambient Sounds are now locationally triggerable, i.e if the player comes close to an object, it's own ambient sound starts playing, while the sound of the outer object is paused. Upon leaving proximity of that object, the old sound is resumed. —> Triggerable by changing active state.

File:
1 edited

Legend:

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Added
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  • code/branches/sound3/src/orxonox/sound/SoundManager.h

    r5929 r5982  
    5151        void setListenerPosition(const Vector3& position);
    5252        void setListenerOrientation(const Quaternion& orientation);
     53        void registerAmbientSound(BaseSound* newAmbient);
     54        void unregisterAmbientSound(BaseSound* currentAmbient);
    5355
    5456    private:
    5557        ALCdevice* device_;
    5658        ALCcontext* context_;
     59        std::list<BaseSound*> ambientSounds_;
    5760
    5861        static SoundManager* singletonPtr_s;
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