BCB Components rotating around DirectX

Welcome to BCB-Tools.com Latest News

Development Tools Demo Applications Step-By-Step Tutorials Component Reference

Register Here Available Downloads

Frequently Asked Questions Discussion Forums Receive emails from BCB-Tools.com Send us some Feedback

Links to other sites Information about the BCB-Tools.com website


    FORUM MESSAGE
    Go to the Welcome Page
        FORUM MESSAGE

    You are reading a General forum message.

    Re: more about DirectSound Doppler FX , Buffers...and 3D space deferre

    Author: Israel Luengo

    Date Posted: 2006-03-24 02:50:17



    Well, we have the sound cones....but how we manage it in a virtual 3d space....

    - First, when we create a SoundBuffer, we have the following DSBUFFERDESC properties

    DSBCAPS_CTRL3D - Primary or Secondary buffer that uses the 3D control
    DSBCAPS_CTRLALL - Buffer that have all the capabilities of control.
    DSBCAPS_CTRLDEFAULT - Use the predefined optios (this is auto-conf with this values (DSBCAPS_CTRLPAN,                    
                                                                                                                                                    DSBCAPS_CTRLVOLUME,
                                                                                                                                                    DSBCAPS_CTRLFREQUENCY)
    DSCBCAPS_CTRLFREQUENCY - Capability for frequence control
    DSCBCAPS_CTRLPAN              -  Capability for Panning effect (balance)
    DSCBCAPS_CTRLVOLUME      -  Capability for volume control (increase and decrease)
    DSCBCAPS_PRIMARYBUFFER - Enable this option, you can have access to primary buffer, otherwise the buffer created will be  
                                                         secondary.

    DOPPLER FX (effect)
    --------------------------

    For stablish the Doppler fx, we stablish the property DirectSound3DListener->SetDopplerFactor(D3D_VALUE flDopplerFactor, dword Apply)

    (a 1.0 value, will use the "normal" doppler effect....)

    and the other argument is a predefined value, for apply the changes, can be one of this values: DS_DEFERRED and DS_INMEDIATE....first value, wait to call function CommitDeferredSettings located in DirectSound3DListener component and recalculate all the 3D virtual space and sound...the DS_IMMEDIATE value passed, applies the changes inmediately.

    Usually, we "acumulate" results in change of 3D space sounds, with DS_DEFERRED for a given momment, process all at same time-frame through the DirectSound3DListener->CommitDeferredSettings() function.





    REPLY TO THIS MESSAGE?
    Top    

    You can post a reply to this General message using the form below:
    Your Name:


    Message Subject:


    Message Body:


    Verification:





    When ready, click on the submit button below:






Top

Welcome |  Latest News |  Tools |  Demos |  Tutorials |  Reference |  Register |  Downloads
FAQ |  Forums |  Feedback |  Mailing List |  Links |  Site Information

This page is Copyright © 2007 Darren John Dwyer, Australia. All Rights Reserved.
Borland C++ Builder, CBuilder, etc are Trademarks of Borland Corporation.
DirectX, DirectDraw, Windows, etc are Trademarks of Microsoft Corporation.