Dear HN,
Can anyone please give me pointers or references
on the following question?
In video games today, if a player is distant
from a noise source, how is the noise reduced?
At what point is the source not played?
I am trying to understand how distance based
priotization and culling of game objects
should work.
The motivation for my question is far away
game objects (such as big explosions) that
should still not be culled because they are
so loud as to be heard even at great distance.
Many Thanks
Even that is an oversimplification: in reality, attenuation varies with every material surrounding the sound source, because it’s actually the result of the pressure wave being scattered and absorbed.
I’m sure GameDev.net must have some reference articles on this…