@Leakbang said:
I did check out the Dark echo game you mentioned, but to be honest, I don't think that game has much going in terms of sound for it. It's visual effects were neat but I'm almost certain they were independent of the game sound calculations. Perhaps one of the best games with the best sound engine is Thief 2. I know the modern sound engines are more complex but I still think that sounded much better. You could close your eyes and feel the entire room.
But that's a separate can of worms.
I don't think its good/feasible to actually make such a system with Raycasts and or pathfinding. I think it'll be slow and weak.
I wonder if any good open-source sound engines exist to begin with.
I don't talk about DarkEcho in terms of sound but how they visualized its propagation. How else do you think the enemy AI 'heard' the player? Ray Cast collision.
The problem is direction. It will be unconvincing without directional change. Apparent direction will change according to walls. Navigation will give the first order 'shortest' and therefore loudest path from source to player ear. If your sound source is an enemy (or the player) you can leverage pathing you'd have anyway.
You are talking to an ex-Thief junkie. Thief2 was a sad reboot of a game where the original did sound much better. Compared to TTLG Thief, Thief2 was soundscaped but not 'alive'. An immense disappointment for some.
Eidos Montreal had auditory landscaping (like TTLG Thief, and all this is easily done with Godot) and some selective play back but it did not match the DarkEngine. By DarkEngine standards it made the game far more Call of Poopy visually oriented.