Light can be manipulated by objects so shadows are cast, light is reflected, refracted, diffused, scattered or faded. All these are automatically computed and done in 3D Game Studio when the correct properties are set.
Footstep sounds would allow the player to know if there is an enemy patrolling nearby. A sports car zooming pass the player will have a Doppler effect whereby sound stacks. An effect of water dripping in an empty hallway would produce an echo. All these would require sound physics in play.
To enhance the ambience of an underground military facility, the in-game sounds should be echoed, thus these sound effects will be twice as loud. As such, the respective sound traveling distances are also doubled.
For implementation, the previous formula 1 used in Sight Physics can still be applied in Sound Physics as well, since sound also travels in a sphere-liked vibration.
Formula 2, Sound Distance Traveled
Sound Distance Traveled = Loudness x (Base Distance of 20)
The following shows some common in-game sounds and the respective loudness level.
| Sound | Loudness Level |
| Water puddle | 1 |
| Sword hacking | 2 |
| Gun firing | 5 |
| Opening of door | 1.2 |
| Kicked a can | 1.5 |
| Running around | 1.5 |
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