![]() ![]() ![]() Closing doors/windows/etc affected the sounds too (e.g. But there are games where you can see (or, well, hear) the sound coming from the "proper" direction instead of inside walls and such - for example i just made a test in Deus Ex Mankind Divided and noticed that after i broke some wall, there was a fan at the other side placed *next* to the hole (the broken wall) but if i moved the camera so that there was a (different) wall between me and the fan, then the sound felt as if i came through the hole instead of where the fan would be. ![]() Having said that, it is true that most games out there do not bother with any of the above and simply use the emitter's position, ignoring any geometry or room layout. Sadly i cannot remember the name of the game that used this method :-/ There was also another presentation i remember reading some time ago which again used a similar method, however instead of placing the volumes by hand, they were generated automatically using the level geometry and they were using some modified path finding algorithm to figure out how a sound emitted in one room would reach another room. In addition, unlike Thief, the presentation also covers dynamic geometry (meaning moving objects, not doors) though that is independent from the volume-and-portal method described. However Thief only considers the center of the volume ("roombrush"), whereas the method shown in the PDF does take into consideration the entire volume, the opening of each portal (so, e.g., a portal at the end of a tunnel/vent/pipe will have a narrower range whereas the portal at the end of a door will have a wider one) and even an approximation for the wall materials and how they affect the sound in terms of absorption and reflection. The method discussed there is actually kinda similar to the method Thief uses - both rely on manually placed volumes and have sound travel through portals between these volumes. ![]() As an example check this presentation PDF from 2015 about Hitman's sound propagation system (it isn't really technical except a tiny bit at the end, it should be easy to follow even if you aren't into programming). FWIW this isn't really true, many games use sound propagation that improves over the basic ideas introduced in the Dark Engine. ![]()
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