Re: trigonometry in audio games, how do I apply the concept?
Thanks everyone, but what formular would I use for, say, creating an fps? For example, how to get the x and y increment according to the player's facing? And is there any reason for using that formular? And how to calculate distance from the listener and the source? And why should we use that formular to calculate it? I'm sorry for this kind of stupid, basic and hard questions but please answer these questions. It would be really appreciated. Thanks
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