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I'm doing something not entirely dissimilar in my own game (though I don't care about the directionality as such). The approach I've taken is similar to what you say about placing sound sources throughout the area, however with the difference that I don't let each of them be its own actual sound source, but rather just let them contribute volume to an ...


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beepSound.pitch = Mathf.Clamp ((1 / distanceCurrent), 0.1f, 3.0f); Working backwards: The maximum distance is (1 / 0.1f) = 10.0 The minimum distance is (1 / 3.0f) = 0.33 I suspect you have accidentally ignored the exponent on "2.94" 1 / 3400.774 = 2.94E-4 == 0.00029405 //clamped for a good, long while Try: float percent = ...


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This is 'by design'. See the DirectX SDK documentation under the topic "xWMA Overview" xWMA Looping xWMA does not support loop regions or looping of arbitrary packets within an xWMA file. Only an entire xWMA file may be looped. XACT enforces this restriction, and no special treatment is needed. In XAudio2 xWMA has the following rules related to ...



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