Platform SDK: DirectX |
To obtain a pointer to an IDirectSound3DListener interface, you must first create a primary 3-D sound buffer. Do this by using the IDirectSound::CreateSoundBuffer method, specifying the DSBCAPS_CTRL3D and DSBCAPS_PRIMARYBUFFER flags in the dwFlags member of the accompanying DSBUFFERDESC structure. Then, use the IDirectSoundBuffer::QueryInterface method on the resulting buffer to obtain a pointer to an IDirectSound3DListener interface for that buffer, as shown in the following example with C++ syntax:
/* In this example, it is assumed that lpds is a valid pointer to a DirectSound object */ DSBUFFERDESC dsbd; LPDIRECTSOUNDBUFFER lpdsbPrimary; ZeroMemory(&dsbd, sizeof(DSBUFFERDESC)); dsbd.dwSize = sizeof(DSBUFFERDESC); dsbd.dwFlags = DSBCAPS_CTRL3D | DSBCAPS_PRIMARYBUFFER; if SUCCEEDED(lpds->CreateSoundBuffer(&dsbd, &lpdsbPrimary, NULL)) { // Get listener interface if FAILED(lpdsbPrimary->QueryInterface(IID_IDirectSound3DListener, (LPVOID *)&lp3DListener)) { lpdsbPrimary->Release(); } }
To obtain a DirectSound3DListener object, you must first create a primary 3-D sound buffer. Do this by using the DirectSound.CreateSoundBuffer method, specifying the DSBCAPS_CTRL3D and DSBCAPS_PRIMARYBUFFER flags in the lFlags member of the DSBUFFERDESC type. Call the DirectSoundBuffer.GetDirectSound3DListener method on the resulting buffer to obtain a DirectSound3DListener object. These steps are shown in the following example, where ds is a global DirectSound object.
Dim dsbd As DSBUFFERDESC Dim dsbPrimary As DirectSoundBuffer Dim waveFormat As WAVEFORMATEX Dim ds3dListener As DirectSound3DListener ' Create the primary buffer. The waveFormat parameter is ignored ' for primary buffers, so it doesn't have to be initialized. dsbd.lFlags = DSBCAPS_CTRL3D Or DSBCAPS_PRIMARYBUFFER Set dsbPrimary = ds.CreateSoundBuffer(dsbd, waveFormat) ' Create the DirectSound3DListener object. Set ds3DListener = dsbPrimary.GetDirectSound3DListener
Once the listener has been obtained, the primary buffer object is not needed and can be allowed to go out of scope.