   3D Doppler and pitch change together?
  [color="#4A4A4A"](FYI: I'm currently replacing all of my DirectSound code with XAudio2 code. C++ on Windows 7.)For 3D sounds, X3DAudioCalculate() (with X3DAUDIO_CALCULATE_DOPPLER enabled) returns a DopplerFactor value. But how should I factor in a pitch change along with the DopplerFactor?Example: A looping car engine sound that's pitched with the RPM of the engine, and an audio listener that's passing the car as it's RPM is increasing.My guess is I should multiply the two ratios (the pitch change ratio with the DopplerFactor ratio). Is that technically correct?