Files
Client/Library/dxx8/samples/Multimedia/DirectSound/Play3DSound
LGram16 e067522598 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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00
..

//-----------------------------------------------------------------------------
// 
// Sample Name: Play3DSound Sample
// 
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
// 
//-----------------------------------------------------------------------------


Description
===========
  The Play3DSound sample shows how to create a 3-D sound buffer and 
  manipulate its properties. It is similar to the 3DAudio sample but does not 
  use an audiopath.

Path
====
  Source: DXSDK\Samples\Multimedia\DSound\Play3DSound

  Executable: DXSDK\Samples\Multimedia\DSound\Bin

User's Guide
============
  Click Segment File and load a wave, MIDI, or DirectMusic Producer segment 
  file. Play the segment. The position of the sound source is shown as a 
  red dot on the graph, where the x-axis is from left to right and the z-axis 
  is from bottom to top. Change the range of movement on the two axes by using 
  the sliders. 

  The listener is located at the center of the graph, and has its default 
  orientation, looking along the positive z-axis; that is, toward the top of 
  the screen. The sound source moves to the listener's left and right and to 
  the listener's front and rear, but does not move above and below the listener.

  The sliders in the center of the window control the properties of the 
  listener; that is, the global sound properties. If you click Defer 
  Settings, changes are not applied until you click Apply Settings. 

Programming Notes
=================
  For a simpler example of how to setup a DirectSound buffer without a 
  3D positioning, see the PlaySound sample. 
  
  * To create a IDirectSound3DListener interface
        1. Fill out a DSBUFFERDESC struct with 
           DSBCAPS_CTRL3D | DSBCAPS_PRIMARYBUFFER
        2. Call IDirectSound::CreateSoundBuffer passing in the DSBUFFERDESC
           This will create a primary buffer with 3D control.
        3. Call IDirectSoundBuffer::QueryInterface to query for the 
           IDirectSound3DListener
  
  * To create a IDirectSound3DBuffer interface 
        1. Fill out a DSBUFFERDESC struct with 
           DSBCAPS_CTRL3D and the 3D virtualization guid 
        2. Call IDirectSound::CreateSoundBuffer passing in the DSBUFFERDESC
           This will create a secondary buffer with 3D control.
        3. Call IDirectSoundBuffer::QueryInterface to query for the 
           IDirectSound3DBuffer
  
  * Set the position of the listener
        1. Call IDirectSound3DListener::SetAllParameters passing in 
           a DS3DLISTENER struct.  If the DS3D_DEFERRED flag is used,
           then call IDirectSound3DListener::CommitDeferredSettings
           when ready.
        
  * Set the postion of the 3D buffer
        1. Call IDirectSound3DBuffer::SetAllParameters passing in a 
           DS3DBUFFER struct. If the DS3D_DEFERRED flag is used,
           then call IDirectSound3DListener::CommitDeferredSettings
           when ready.