Hi Tom, thanks very much.  I'd think that latency / connection speed 
might be the only issue then, yes?

   I think I understand what you're getting at, but my concept at this 
point, would be to write an ap which would have clients connecting to a 
single server rather than to each other, and in the case of one's own 
games, basically, the host would just be local.  Does this make sense?...

Smiles,

Cara

At 08:06 AM 12/28/2006 -0500, you wrote:

>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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