Platform SDK: DirectX

Processing Mode

Sound buffers have three processing modes: normal, head-relative, and disabled.

In normal mode, the sound source is positioned and oriented absolutely in world space. This is the default mode.

[C++]

In head-relative mode, the buffer is automatically repositioned in world space as the listener moves and turns. Values set and retrieved through methods such as IDirectSound3DBuffer::SetPosition, IDirectSound3DBuffer::SetVelocity, and IDirectSound3DBuffer::GetConeOrientation are all relative to the current position, velocity, and orientation of the listener.

In disabled mode, 3-D sound processing is disabled and the sound seems to originate from the center of the listener's head.

An application sets the mode for a 3-D sound buffer by using the IDirectSound3DBuffer::SetMode method.

[Visual Basic]

In head-relative mode, the buffer is automatically repositioned in world space as the listener moves and turns. Values set and retrieved through methods such as DirectSound3DBuffer.SetPosition, DirectSound3DBuffer.SetVelocity, and DirectSound3DBuffer.GetConeOrientation are all relative to the current position, velocity, and orientation of the listener.

In disabled mode, 3-D sound processing is disabled and the sound seems to originate from the center of the listener's head.

An application sets the mode for a 3-D sound buffer by using the DirectSound3DBuffer.SetMode method.