FSOUND_3D_Listener_SetAttributes

##### [API function]

## FSOUND_3D_Listener_SetAttributes

This updates the position, velocity and orientation of a 3d sound listener.

void F_API FSOUND_3D_Listener_SetAttributes(
const F_FLOAT_API *pos,
const F_FLOAT_API *vel,
F_FLOAT_API fx,
F_FLOAT_API fy,
F_FLOAT_API fz,
F_FLOAT_API tx,
F_FLOAT_API ty,
F_FLOAT_API tz
);

### Parameters

pos | Pointer to a position vector (xyz float triplet), of the listener in world space, measured in distance units. This can be NULL to ignore it.
vel | Pointer to a velocity vector (xyz float triplet), of the listener measured in distance units PER SECOND. This can be NULL to ignore it.
fx | x component of a FORWARD unit length orientation vector
fy | y component of a FORWARD unit length orientation vector
fz | z component of a FORWARD unit length orientation vector
tx | x component of a TOP or upwards facing unit length orientation vector
ty | y component of a TOP or upwards facing unit length orientation vector
tz | z component of a TOP or upwards facing unit length orientation vector

### Return Value

On success, TRUE is returned.
On failure, FALSE is returned.

### Remarks

FSOUND treats +X as right, +Y as up, and +Z as forwards. (left handed)
To map to your own coordinate system, flip and exchange these values. For example if you wanted to use
right handed coordinates, you would negate the Z value of your own direction vector.
Orientation vectors are expected to be of UNIT length. This means the magnitude of the vector
should be 1.0f.
---------
A 'distance unit' is specified by FSOUND_3D_SetDistanceFactor. By default this is set to meters which is a distance scale of 1.0.
See FSOUND_3D_SetDistanceFactor for more on this.
---------
Please remember to use units PER SECOND, NOT PER FRAME as this is a common mistake.
Do not just use (pos - lastpos) from the last frame's data for velocity, as this is not
correct. You need to time compensate it so it is given in units per SECOND.
You could alter your pos - lastpos calculation to something like this.
vel = (pos-lastpos) / (time taken since last frame in seconds). Ie at 60fps the formula
would look like this vel = (pos-lastpos) / 0.0166667.
___________________
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube

### See Also

FSOUND_3D_GetAttributes , FSOUND_3D_Listener_SetCurrent , FSOUND_3D_SetAttributes , FSOUND_3D_SetDistanceFactor , FSOUND_3D_SetDopplerFactor , FSOUND_3D_SetRolloffFactor , FSOUND_Update

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