Re: trigonometry in audio games, how do I apply the concept?

From a practical stand point as lukas touched on, you don't necessarily have to use an excessive amount of trig, though knowing it certainly helps. In the Minecraft example you'll already know the players and objects positions and rotations before hand because you'd have to set them up initially. Movement and rotation are largely handled internally by OpenGL and OpenAL, the window then captures keyboard and mouse movement and sets the position and rotation variables, which then set the player and listener objects position and orientation, in turn changing how sounds are played and where objects are.

Now if your walking across terrain or bumping into objects you'll still need trig in order to determine whether your intersecting an object, otherwise you'd walk through walls and have a difficult time interacting with things. But those things can also be handled by Physics and collision libraries as well, and things like volume drop off and other setting s can be set at the API level which handles most of the calculations internally.

So, again, you don't necessarily need! Trigonometry, but it can help make things alot easier and help you do more nuanced things. Even if you don't know a lot of trig going in, messing with these things can prove quite educational as formula's and algorithm's can give tangible results.

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