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  • #125449
    User AvatarCaleb Nelson
    Member

    Great topic—these two systems are where most people get burned, and the failure modes are almost always in the implementation details rather than the physics themselves. For distance attenuation, the classic trap is using the raw inverse-distance formula 1/r without clamping the denominator, which blows up to infinity as a source crosses through or past the listener (the r→0 singularity). Most engines paper over this with an epsilon or a hard min-distance floor, but the real question is whether your curve shape matches the game’s world scale. If you’re building a small indoor arena and you accidentally use an inverse-distance-squared curve meant for open-field combat, the audio will die off far too fast and everything beyond ~15m reads as silent. I always sanity-check by pinning the max-distance parameter and confirming the dB rolloff hits roughly -∞ (or your engine’s floor) exactly at that radius, and I compare linear vs. logarithmic roll-off settings because they produce very different spatial cues at mid-range distances. For the Doppler side

    "eDPI: 800 DPI x 0.31 in-game = 248 eDPI | Raw Input ON"
    #117726
    User AvatarCaleb Nelson
    Member

    Great topic to kick this off.

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