@3DModelerMan I believe so, if your OpenAL implementation supports that.
@freetimecoder We are using the exact same function as OpenAL, we will probably change it later to be a little more user friendly, but it is exactly the same as if you entered the value into the OpenAL property for a source.
Search found 368 matches
- Tue Apr 06, 2010 8:09 pm
- Forum: Project Announcements
- Topic: cAudio 2.1.0 Release!
- Replies: 24
- Views: 10489
- Tue Mar 23, 2010 12:11 am
- Forum: Project Announcements
- Topic: cAudio 2.1.0 Release!
- Replies: 24
- Views: 10489
The equation used for distance calculations is: volume = MinDist / (MinDist + RolloffFactor * (distance - MinDist)); MinDist being the value in setMinDistance, RolloffFactor being the value set in setRolloffFactor (default 1), and distance being how far away the source is from the listener. The volu...
- Wed Mar 10, 2010 6:05 pm
- Forum: Project Announcements
- Topic: cAudio 2.0.0 Release!
- Replies: 27
- Views: 8253
We do have a separate source package for 2.0.0 on our sourceforge page. I do know that there were some bugs in 2.0.0 with 64 bit support that have been fixed in the SVN trunk. We will probably release packages for 64 bit platforms in our next release (which is coming up shortly and will contain a bu...
- Sun Sep 27, 2009 3:37 pm
- Forum: Code Snippets
- Topic: Editor style Grid SceneNode [Updated: Sept. 27, 2009]
- Replies: 74
- Views: 41389
- Sat Sep 26, 2009 5:43 pm
- Forum: Code Snippets
- Topic: Editor style Grid SceneNode [Updated: Sept. 27, 2009]
- Replies: 74
- Views: 41389
Sounds like you are getting a z-fighting bug. You may be able to fix this bug by making a small change to CGridSceneNode::render() in CGridSceneNode.cpp ... // Axis Lines are only drawn if the State is true if(m_AxisLineState) { driver->draw3DLine(core::vector3df((f32)m_size,0.01f,0),core::vector3df...
- Sat Sep 05, 2009 9:00 pm
- Forum: Beginners Help
- Topic: The Grid SceneNode
- Replies: 4
- Views: 505
- Wed Aug 26, 2009 10:15 pm
- Forum: Beginners Help
- Topic: particle emitters
- Replies: 10
- Views: 1153
on the emitter point, if you wanted to, you could code your own particle emitter in your application in order to get a particle system to emit particles however you want it to. Thus, why things are set up the way they are. As for the orientation of the particles, you will have to edit the particle s...
- Fri Aug 21, 2009 8:20 pm
- Forum: Code Snippets
- Topic: Editor style Grid SceneNode [Updated: Sept. 27, 2009]
- Replies: 74
- Views: 41389
- Sun Aug 09, 2009 5:38 pm
- Forum: Game Programming
- Topic: Dynamic 2D array allocation
- Replies: 10
- Views: 3262
One thing you need to note. Using an std::vector (or equivalent like irrlicht's array) for 2d dynamic arrays is a mistake. A vector cannot handle its contents resizing themselves. You need to use an std::deque or pass pointers to the second dimension of arrays to the first level. For example: std::d...
- Thu Aug 06, 2009 6:14 pm
- Forum: Advanced Help
- Topic: MMORPG map format questions
- Replies: 17
- Views: 2806
If you placed your world inside a MySQL database, you would obviously include ALL the properties of characters etc in e.g. modelling data (SMeshBuffer?) would be stored as a BLOB of some kind? Storing mesh or texture data in the database is a very bad idea. I would advise storing the filenames to s...
- Sun Aug 02, 2009 8:48 pm
- Forum: Code Snippets
- Topic: Editor style Grid SceneNode [Updated: Sept. 27, 2009]
- Replies: 74
- Views: 41389
- Sat Aug 01, 2009 4:02 am
- Forum: Code Snippets
- Topic: Editor style Grid SceneNode [Updated: Sept. 27, 2009]
- Replies: 74
- Views: 41389
- Fri Jul 31, 2009 10:30 am
- Forum: Code Snippets
- Topic: Editor style Grid SceneNode [Updated: Sept. 27, 2009]
- Replies: 74
- Views: 41389
- Mon Jul 27, 2009 2:14 pm
- Forum: Project Announcements
- Topic: (non Paid Project until game is released)Irrlicht programmer
- Replies: 28
- Views: 5020
- Mon Jul 27, 2009 2:11 pm
- Forum: Advanced Help
- Topic: MMORPG map format questions
- Replies: 17
- Views: 2806
Alright, I'll humor you and explain some of the basics. First of all, if you want to be able to edit this easily, I might suggest you set up a database (could use mysql) to store the positions and properties of objects in the world, instead of relying on text/xml files (or worse, hardcoded maps). Al...