Shrug. Like I said that isn't the correct way to do it. Especially, if
you want to give a 3d vector to DirectSound. If using DirectSound 8 x
handles left/right movement of the sound, z handles the front/back
movement of the sound, and y positions it up/down. So since that is
how DirectSound handles it doing it any other way would definitely
screw up where sounds are positioned in a virtual 3d audio
environment. I can't really contribute anything more to the topic as
that is just how things are regardless of what people may have told
On 6/26/10, Damien Pendleton <dam...@x-sight-interactive.net> wrote:
> That's strange, since I was told that Y handled the forwards and backwards
> movement and Z handled the up and down movement.
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