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Rework Spatial Audio to Originate from Players and Adjust Volume Based on Distance and Barriers

Suggested by
on September 13, '25
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rework audio completely instead of using the current system. make spacial audio originate from the player that made jt at all times and change the volume depending on how many rooms away it is and how many door/walls there are open allowing audio through e.g. if one door is open and enemy is in that room, dont make audio originate from that door as it seems to now, make the audio a certain volume because there is one door way open between the rooms and the footsteps should originate from the player. audio gets especially weird when the sound volumes change in an open room because someone with visual line of sight of you sounds multiple rooms away. just rework audio to be always from only the player/place of origin and fix the sound volumes. maybe try to copy how seige does it because they are pristine

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