Hi, The way I do it is to think of the game world in X and Y. X is the volume in both speakers, if X is 0 the sound will only come through the left speaker. If X were 50 it would be botrh. If Y is 0 then the sound would be loudest, so it would be 100% but if Y were 50, max volume would be 50%. So, for example, if X were 0 and Y were 50, then sound would only come through the left speaker at half volume. On Sat, 2009-09-12 at 17:07 -0400, Alex Hall wrote: > Hi all, > > I have pygame working, I think, on Python 3.1, though I still have python > 2.6 and 2.3 on the computer. The documentation for pySonic made sense; you > create a world, put the player in it, then have sound sources with > properties like location. How would I do this in pygame? I found the mixer > object, but I am not sure how to use it to generate sounds that relate to > where the user is in the game world. Actually, I am not even sure how to > create the user's location for other sounds to be compared to the player. I > hope this makes sense and that I am just missing something easy here. > > > Have a great day, > Alex > New email address: mehgcap@xxxxxxxxx > > __________ > View the list's information and change your settings at > //www.freelists.org/list/programmingblind >