Yeah, this feature was never completed. The actual up, right, and fwd vectors as passed down into the sound system, but they don't get used except in narrow circumstances. I'll see how hard it would be to hook them in and where the best spot would be -- or whether there is a workaround.
Yahn -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu Sent: Sunday, February 25, 2007 9:47 PM To: [email protected] Subject: Re: [hlcoders] SetHearingOrigin and sound spatialization On Sunday 25 February 2007 11:23 pm, Jared Combs wrote: > That is unfortunate. Once I finish the game, I suppose I'll have to > go back and write my own sound emitter. It seems strange that valve > would make the assumption that no players would ever roll in a 3D > engine. Thank you for your rapid response. I don't find it that odd, actually. Source is targeted pretty narrowly at first-person games; such games usually don't have complete freedom of roll. The engine does what it's designed for well, at the cost of cutting the corner cases. -John Sheu _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

