Re: Enemy update sound question for bgt.

for (uint i = 0; i < enemys.length; i++)
{
p.update_sound_3d(enemys[i].sound, enemys[i].x, enemys[i].y, enemys[i].z);
}//cl
That is assuming that you have Sam's modified 3d sound pool, otherwise you will be forced to stick with 2d


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