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!
