Hi Miguel,

I have checked in a working example among the Examples in the SVN
trunk. Are you familiar with SVN?

The example is in /fp10/Examples/Away3D/as/Intermediate_Sound3D.as and
seems to be working fine. Please check it out. You can also find it in
the Google repository browser in case you're unfamiliar with SVN:
http://code.google.com/p/away3d/source/browse/trunk/fp10/Examples/Away3D/as/src/Intermediate_Sound3D.as

Hope this helps!

Cheers
/R

On Dec 6, 6:22 pm, Miguel Kennedy <[email protected]> wrote:
> Hi richardolsoon.
>
> Thanks once again for taking the time to answer my questions ;)
>
> Well.. I didn't added the sound3d object to the scene... I added it
> now but still I can only hear a constant sound with constant volume
> and panning regarding of my camera position... I even tried to create
> a new and clean away3d project just with the sound and camera but
> still no luck :(
>
> Do you have any working code example of the Sound3D class that I could
> look at?
>
> Thanks once again for your time... It's much appreciated!
>
> On 30 Nov, 14:18, richardolsson <[email protected]> wrote:
>
>
>
>
>
>
>
> > Hmm... Is your sound added to the scene? That's the only way it can
> > have a scene transform and for the driver to know about the
> > relationship between the emitter and and the listener.
>
> > You should treatSound3Dobjects the same as models and primitives, as
> > if they were visual 3D objects (except their not visual.)
>
> > /R
>
> > On Nov 30, 2:33 pm, Miguel Kennedy <[email protected]> wrote:
>
> > > Hi Richardolsson,
>
> > > Thanks for the reply
>
> > > When I usesound3D.play() the sound starts playing but when I move the
> > > camera away or close to thesound3Dposition there is no change in
> > > volume, neither in pan... the sound is always constant...
>
> > > Don't know what I'm doing wrong here :( Couldn't find any example on
> > > how to use theSound3Dclass in google neither...
>
> > > Thanks once again!
>
> > > On 30 Nov, 09:43, richardolsson <[email protected]> wrote:
>
> > > > Hi Miguel,
>
> > > > Do you ever invokesound3D.play()? Note that you have to start playing
> > > > the sound, using theSound3DAPI which is similar to the native Sound
> > > > API. It is very rare that you should ever have to access the driver
> > > > directly. TheSound3DAPI will use the driver internally for the 3D
> > > > effect.
>
> > > > Let me know if this helps!
>
> > > > Cheers
> > > > /R
>
> > > > On Nov 30, 1:08 am, Miguel Kennedy <[email protected]> wrote:
>
> > > > > Sorry I had a typo in my previous post
>
> > > > >Sound3D(assetsLoader.getSound(modelsContainer[i].modelName + "Sound",
> > > > > true), camera, d);
>
> > > > > is actually
>
> > > > >Sound3D(assetsLoader.getSound(modelsContainer[i].modelName + "Sound",
> > > > > true), camera, driver);
>
> > > > > any help would be appreciated
>
> > > > > thanks
>
> > > > > On 29 Nov, 23:44, Miguel Kennedy <[email protected]> wrote:
>
> > > > > > Hey guys...
>
> > > > > > I'm trying to use theSound3Dbut when I approach theSound3Dposition
> > > > > > it doesn't play any sound
>
> > > > > > var driver:SimplePanVolumeDriver = new SimplePanVolumeDriver();
> > > > > > varsound3D:Sound3D= new
> > > > > >Sound3D(assetsLoader.getSound(modelsContainer[i].modelName + "Sound",
> > > > > > true), camera, d);
> > > > > >sound3D.x = 175;
> > > > > >sound3D.y = 0;
> > > > > >sound3D.z = 18;
>
> > > > > > if i set driver.play() I can hear my sound... but the volume and
> > > > > > panning are constant... I hear it all the time... so I know my
> > > > > > soundSource is ok...
>
> > > > > > if I comment out driver.play(), when my camera approaches thesound3D
> > > > > > coordinates I can't hear any sound at all
>
> > > > > > can anyone shed some light please?
>
> > > > > > thanks!

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