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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