Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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//-----------------------------------------------------------------------------
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//
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// Sample Name: Play3DSound Sample
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//
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// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
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//
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//-----------------------------------------------------------------------------
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Description
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===========
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The Play3DSound sample shows how to create a 3-D sound buffer and
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manipulate its properties. It is similar to the 3DAudio sample but does not
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use an audiopath.
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Path
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====
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Source: DXSDK\Samples\Multimedia\DSound\Play3DSound
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Executable: DXSDK\Samples\Multimedia\DSound\Bin
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User's Guide
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============
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Click Segment File and load a wave, MIDI, or DirectMusic Producer segment
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file. Play the segment. The position of the sound source is shown as a
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red dot on the graph, where the x-axis is from left to right and the z-axis
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is from bottom to top. Change the range of movement on the two axes by using
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the sliders.
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The listener is located at the center of the graph, and has its default
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orientation, looking along the positive z-axis; that is, toward the top of
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the screen. The sound source moves to the listener's left and right and to
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the listener's front and rear, but does not move above and below the listener.
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The sliders in the center of the window control the properties of the
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listener; that is, the global sound properties. If you click Defer
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Settings, changes are not applied until you click Apply Settings.
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Programming Notes
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=================
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For a simpler example of how to setup a DirectSound buffer without a
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3D positioning, see the PlaySound sample.
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* To create a IDirectSound3DListener interface
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1. Fill out a DSBUFFERDESC struct with
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DSBCAPS_CTRL3D | DSBCAPS_PRIMARYBUFFER
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2. Call IDirectSound::CreateSoundBuffer passing in the DSBUFFERDESC
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This will create a primary buffer with 3D control.
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3. Call IDirectSoundBuffer::QueryInterface to query for the
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IDirectSound3DListener
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* To create a IDirectSound3DBuffer interface
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1. Fill out a DSBUFFERDESC struct with
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DSBCAPS_CTRL3D and the 3D virtualization guid
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2. Call IDirectSound::CreateSoundBuffer passing in the DSBUFFERDESC
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This will create a secondary buffer with 3D control.
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3. Call IDirectSoundBuffer::QueryInterface to query for the
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IDirectSound3DBuffer
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* Set the position of the listener
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1. Call IDirectSound3DListener::SetAllParameters passing in
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a DS3DLISTENER struct. If the DS3D_DEFERRED flag is used,
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then call IDirectSound3DListener::CommitDeferredSettings
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when ready.
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* Set the postion of the 3D buffer
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1. Call IDirectSound3DBuffer::SetAllParameters passing in a
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DS3DBUFFER struct. If the DS3D_DEFERRED flag is used,
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then call IDirectSound3DListener::CommitDeferredSettings
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when ready.
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