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Torque 3D Game Development Cookbook by David Wyand

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Chapter 6. Make That Sound Happen

In this chapter, we will cover the following topics:

  • Playing a quick 2D or 3D sound on all clients
  • Using SFXEmitter to create networked sound effects
  • Playing a sound on a ShapeBase object
  • Playing music while a level is loading
  • How to have a background sound for a level
  • How to have music change according to the mood
  • Triggering an event during sound playback

Introduction

To paraphrase a famous writer and director:

Sound is 50 percent of the experience.

Torque 3D's sound system helps us build that second 50 percent into our games by providing us with a variety of options.

It starts by allowing for a number of different sound providers to choose from (OpenAL, DirectSound, XAudio, and FMOD) and wraps all that in a standard SFX ...

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