void Update() { FMOD.VECTOR pos = FMODUtils.Vector3ToFMOD(transform.position); FMOD.VECTOR vel = FMODUtils.Vector3ToFMOD(Vector3.zero); // Only needed if we use doppler effect. FMOD.VECTOR alt_pan_pos = FMODUtils.Vector3ToFMOD(Vector3.zero); // FIXME: I do not know what this is. if (Volume < 0) { Volume = 0; } if (Speed < 0) { Speed = 0; } if (Channel != null) { Channel.set3DAttributes(ref pos, ref vel, ref alt_pan_pos); Channel.setVolume(Volume); Channel.setMute(Mute); SetSpeed(Speed); } }
void Update() { if (_id != -1) { Quaternion rotation = transform.rotation; FMOD.VECTOR pos = FMODUtils.Vector3ToFMOD(transform.position); FMOD.VECTOR vel = FMODUtils.Vector3ToFMOD(Vector3.zero); // Only needed if we use doppler effect. FMOD.VECTOR forward = FMODUtils.Vector3ToFMOD(rotation * Vector3.forward); FMOD.VECTOR up = FMODUtils.Vector3ToFMOD(rotation * Vector3.up); _system.set3DListenerAttributes(_id, ref pos, ref vel, ref forward, ref up); } }