Creating and Managing 3D Sound Sources
SoundSprocket provides functions that you can use to create and manage sound sources. You refer to a sound source using theSSpSourceReference
data type, defined as follows:
typedef struct SSpSourcePrivate *SSpSourceReference;
Subtopics
- SSpSource_New
- SSpSource_Dispose
- SSpSource_CalcLocalization
- SSpSource_GetTransform
- SSpSource_SetTransform
- SSpSource_GetPosition
- SSpSource_SetPosition
- SSpSource_GetOrientation
- SSpSource_SetOrientation
- SSpSource_GetUpVector
- SSpSource_SetUpVector
- SSpSource_GetCameraPlacement
- SSpSource_SetCameraPlacement
- SSpSource_GetVelocity
- SSpSource_SetVelocity
- SSpSource_GetActualVelocity
- SSpGetCPULoadLimit
- SSpSource_GetCPULoad
- SSpSource_SetCPULoad
- SSpSource_GetMode
- SSpSource_SetMode
- SSpSource_GetReferenceDistance
- SSpSource_SetReferenceDistance
- SSpSource_GetSize
- SSpSource_SetSize
- SSpSource_GetAngularAttenuation
- SSpSource_SetAngularAttenuation