One thing to consider, the GMA engine does collision detection one step
before hitting a wall. It then plays the near wall sound if available.
That is why you get a boarder sound in SOD and the different footstep sound
in Sarah before hitting a wall.
In the automatic walking feature, it also detects when you are a foot or two
from a wall and stops you before hitting it.
This leaves the player to decide when to hit a wall and when not to hit a
In Sarah, I take the stereo step sound with echo and reduce the echo and
make it into mono to give you the feeling you are up against a wall.
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