Sound effect attenuation in video games?
Dear HN,<p>Can anyone please give me pointers or references
on the following question?<p>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?<p>I am trying to understand how distance based
priotization and culling of game objects
should work.<p>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.<p>Many Thanks