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Have two kinds of sounds.
Normal sounds that are simply played.
Sounds with a position that will use the closest entity with a "Listener Component" (or similar name) that acts as an ear. The sound will then be modified based on where the ear is
So if the ear is far away, the volume is decreased
If the ear is underwater, all the sounds it hears can have reverb.
IF there are no ears (no listener components) no sound will be played.
May want to look into OpenAL, as SDL_Mixer seems a bit lacking
The text was updated successfully, but these errors were encountered:
Have two kinds of sounds.
Normal sounds that are simply played.
Sounds with a position that will use the closest entity with a "Listener Component" (or similar name) that acts as an ear. The sound will then be modified based on where the ear is
So if the ear is far away, the volume is decreased
If the ear is underwater, all the sounds it hears can have reverb.
IF there are no ears (no listener components) no sound will be played.
May want to look into OpenAL, as SDL_Mixer seems a bit lacking
The text was updated successfully, but these errors were encountered: