Mountable Sound Emitter
by Thomas · in Torque 3D Professional · 09/21/2010 (7:33 am) · 1 replies
Hi mates,
has anybody an idea, how to mount a sound emitter onto a player object? My idea is to create a tire sound as 3D sound, which is mounted on a node in a vehicle. I played around with a SFXEmitter, but it showed, that it is set to the right position, but on a moving vehicle the sound position doesn't update.
Do I have to code a tickable sound emitter, which updates it's position depending on the mount point?
Thanks for your help!
has anybody an idea, how to mount a sound emitter onto a player object? My idea is to create a tire sound as 3D sound, which is mounted on a node in a vehicle. I played around with a SFXEmitter, but it showed, that it is set to the right position, but on a moving vehicle the sound position doesn't update.
Do I have to code a tickable sound emitter, which updates it's position depending on the mount point?
Thanks for your help!
About the author
A guy from a farm, milking cows and driving tractors... Otherwise I run in burning houses and save some furniture lives...
Associate Rene Damm
Torque 3D does this a little differently. Rather than mounting SFXEmitter objects to other objects, each ShapeBase has the inherent ability to play a number of sounds and update them so they move with the shape.
ShapeBase.playAudio() is probably what you are looking for.