Hi, I guess I need a little help in using a PointSound in my scene. I placed my PointSound using a TransformGroup in my scene (loaded from a BSP file), and used a blue cube to have a visual representation. It works, the cube is at the right place and the sound is "coming" from the cube, but the problem is that the sound 3D is only updated if the cube is in the view, otherwise the volume and the position it seems to come from is not updated until the player is facing the cube again (at this moment it updates in one shot).
This is hard to explain, let me give an example : you approach the source by facing it, the volume is getting louder as you get closer. Then if you turn back (not seeing the source any more) and get away, the volume does not update. If you are far enough and then turn back, the volume gets down to the value it should have at this distance in one shot.
Maybe am I missing a parameter on the PointSound or loading it wrong, I am doing it this way :
env.setSoundDriver(new org.xith3d.sound.drivers.joal.SoundDriverImpl());
env.getSoundDriver().setListenerVolume(1f);
SoundContainer sc = SoundLoader.getInstance().loadSound(ResourceLocator.getInstance().getResource("intro.ogg"));
PointSound sound = new PointSound(sc, 1.0f);
sound.setRolloffFactor(8f);
sound.setEnabled(true);
Cube cube = new Cube(1f, new Colorf(0f, 0f, 0.5f));
Transform3D t3d = new Transform3D(968f, 344f, -328f);
t3d.scaleTranslation(0.03f);
TransformGroup tg = new TransformGroup(t3d);
tg.addChild(cube);
tg.addChild(sound);
BranchGroup bg = new BranchGroup();
bg.addChild(scene);
bg.addChild(tg);
RenderPass rp = env.addPerspectiveBranch(bg);
rp.getConfig().setFrontClipDistance(0.05f);
rp.getConfig().setBackClipDistance(500f);
Thanks for your help.