Hi Cara, Basically, in a nutshell yes. When you write your game client it has one listener object. Now, let's say we have two computers connected to each other playing game x. Since both of those computers have a copy of the client they naturally each have it's own instance of the listner object running. The question is how to sink the two listeners. When player x moves [player y's computer will recieve the change, and there is a couple of ways of doing this. The first is use a timer object that simply checks the position of every player and calls the UpdateListener function to reposition the sounds every so many ms. Probably, good enough, but the problem is it might not change fast enough. The second option is while your client is checking and updating all player's positions, if they fired a weapon, etc update the listener on the client side right then. Does this answer your question?
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