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 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 Sound... and load a wave file. Play the Buffer. The position of the
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sound source is shown as a triangle on the graph, where the x-axis is from
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left to right and the z-axis is from bottom to top. Change the range of
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movement on the two axes by holding down the mouse button and moving the mouse.
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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 can move 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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Programming Notes
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=================
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* To create a DirectSound3DBuffer object
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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 DirectSound.CreateSoundBufferFromFile passing in the DSBUFFERDESC
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This will create a secondary buffer with 3D control.
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3. Call DirectSoundSecondaryBuffer.Get3DBuffer to query for the
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DirectSound3DBuffer
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* Set the postion of the 3D buffer
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1. Call DirectSound3DBuffer.SetPosition
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