Sound effect attenuation in video games?
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
6 comments
[ 3.5 ms ] story [ 26.8 ms ] threadEven 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…
(Checked out gamedev already, couldn't find anything. The norm for culling seems to be visibility not audio.)
http://connect.creativelabs.com/openal/Documentation/OpenAL%...
If I understand the OpenAL spec right, there are alternative attenuation models, inverse square as well as exponential decay.
Do you have any pointers where I can find under which circumstances which model is valid? I can't see anything on the spec or the IASIG PDF.