Chapter 1 - SoundSprocket
This chapter describes SoundSprocket, the part of Apple Game Sprockets that you can use to provide spatial filtering for sounds. For example, you can use SoundSprocket functions to make a sound appear to move from the listener's right to left as an image moves from right to left on the screen. Or, you can use SoundSprocket functions to make a sound appear to approach the listener at a specific speed from a specific direction.Before reading this chapter, you should be generally familiar with Apple Game Sprockets, as described in the preface to this book. To use this chapter, you should already be familiar with the Sound Manager, as described in Inside Macintosh: Sound. You need to know how to create and manage sound channels, through which the spatially filtered sounds are played. You also need to use the Sound Manager to load and play sounds (which can be stored in resources or data files, or generated dynamically at run time).
To use this chapter, you might also want to be familiar with QuickDraw 3D. SoundSprocket uses some QuickDraw 3D data types (such as
TQ3Point3D
) to describe the location of sounds in space and to describe rotations or other manipulations on those locations. See 3D Graphics Programming With QuickDraw 3D for a description of the data types borrowed by SoundSprocket.This chapter begins by describing the basic capabilities of SoundSprocket. Then it shows how to use some of those capabilities to make sounds appear to move in three-dimensional space. The section "Summary of SoundSprocket" (page 1-70), provides a complete reference to the constants, data structures, and functions provided by SoundSprocket. This section also describes two Sound Manager functions,
SndGetInfo
andSndSetInfo
, that were added to Sound Manager version 3.1 and which are used by SoundSprocket; see "Getting and Setting Sound Channel Information" (page 1-67) for details.
- Note
- This chapter describes the application programming interfaces supported by versions 1.0 and later of SoundSprocket.
Chapter Contents
- About SoundSprocket
- The Virtual Audio Environment
- Listeners
- Sound Sources
- Optimizing Sound and Performance
- Experiencing Game Sound Via Speakers and Headphones
- Using SoundSprocket
- Configuring Sound Output Devices
- Installing the Localization Component
- Controlling Filters
- Accessing Version Information
- Changing Localization Parameters
- Determining CPU Load Steps
- Changing Speaker Configurations
- Creating Listeners and Sound Sources
- Updating the Virtual Audio Environment
- Using the Low-Level Interfaces
- SoundSprocket Reference
- Constants
- Component Types and Subtypes
- Sound Channel Information Selectors
- Speaker Types
- Sound Media
- Source Modes
- Data Structures
- Filter Version Structure
- Sound Component Link Structure
- 3D Sound Setup Structure
- Source Location Structure
- Virtual Source Structure
- 3D Sound Information Structure
- SoundSprocket Functions
- Controlling Sound Output Devices
- Creating and Managing Listeners
- Creating and Managing 3D Sound Sources
- Sound Manager Functions
- Getting and Setting Sound Channel Information
- Summary of SoundSprocket
- Constants
- Component Types and Subtypes
- Sound Channel Information Selectors
- Speaker Types
- Sound Media
- Source Modes
- Data Types
- Filter Version Structure
- Sound Component Link Structure
- 3D Sound Setup Structure
- Source Location Structure
- Virtual Source Structure
- 3D Sound Information Structure
- SoundSprocket Functions
- Controlling Sound Output Devices
- Creating and Managing Listeners
- Creating and Managing 3D Sound Sources
- Sound Manager Functions
- Getting and Setting Sound Channel Information
- Result Codes