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Wwise SDK 2024.1.1
Quick Start Sample Integration - 3D Positions

3D Position Example

The sound engine lets you set 3D positions on game objects so the sounds they emit appear to come from the right direction with the correct speed and orientation.

The following code sets a static position on a game object:

(...)
//
// Set object position. In this demo we just position the Car object to
// the front-right of the player, with a null speed, but in general the position set
// on game objects depends on the position and orientation of entities
// that exist in your game's world.
//
AkSoundPosition soundPos;
soundPos.Position.X = 0.5;
soundPos.Position.Y = 0;
soundPos.Position.Z = 0.5;
soundPos.Orientation.X = -1;
soundPos.Orientation.Y = soundPos.Orientation.Z = 0;
AK::SoundEngine::SetPosition( GAME_OBJECT_ID_CAR, soundPos );

If you play the engine sound in the sample program, you will hear it at the front-right because of the position it was set to.

Refer to Integration Details - 3D Positions for more information.

Note: This sample code comes from the Sound Engine Integration Sample Project available in the Samples section. Refer to Integration Demo Sample for more information.
const AkVector64 & Position() const
Get position vector.
Definition: AkTypes.h:436
Position and orientation of game objects in the world (i.e. supports 64-bit-precision position)
Definition: AkTypes.h:429
AKSOUNDENGINE_API AKRESULT SetPosition(AkGameObjectID in_GameObjectID, const AkSoundPosition &in_Position, AkSetPositionFlags in_eFlags=AkSetPositionFlags_Default)
AkReal64 Y
Y Position.
Definition: AkTypes.h:363
AkReal64 Z
Z Position.
Definition: AkTypes.h:364
AkReal64 X
X Position.
Definition: AkTypes.h:362

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