Level 16 Lesson 02 [ 3d Positional Sound ]

Introduction
In the last lesson you used emitters to play sounds and to control their volume. In this lesson you will learn what emitters were intended to do – position sounds in 3d space and apply effects like panning, fading, Doppler effect, and several more.

Part A – Emitter, Listeners, and Positional Effects
Once you create an emitter the sounds that are played on that emitter will appear to come from that position in the game world. You can get some nice sound effects by moving the emitters around the game room. In this part you will move an emitter along with one of your sound producing monsters (so the sound appears to come from the monster) and move our listener with the player to see how the 3d positional effects work. You will also be shown how the drop-off distance effects work with emitters and listeners.

Watch the video: 16-02-A
Start with File: 16-02-A.gmk

Part B – Doppler Effects with Emitters  ***Coming Soon***
Lets add on to what we did in Part A. A fun effect you can add to your games is Doppler effect to your moving objects. A good example is an police car moving towards you and passing you – the sound of the siren changes as it comes and goes. The audio engine makes this easy to accomplish through the use of emitters and adding just a line or two of code.

Watch the video: 16-02-B
Start with File: 16-02-B.gmk