Actually, what we are talking about here is collision detection is in
finding out if two objects or entities are touching in a virtual game
world. This has nothing to do with audio, but mearly figuring out the
best way to go about collision detection internally.
However, your question isn't a dumb one. Basically, the answer is to
do what you are suggesting requires using DSP effects and calculating
how much echo etc needs to be applied to the footstep sounds given the
player's relationship to walls, doors, etc. I think games like Shades
of Doom do it one step away more for as an audio queue that a wall is
coming up more than for realism here.
On 12/9/10, Eric Oyen <eric.o...@gmail.com> wrote:
> I have a rather stupid question?
> why don't they use something similar to what we all hear in real life? that
> is, the closer you get to a wall, the stronger the echo of the surrounding
> soundscape will get (along with a corresponding change in pitch of the white
> noise in said environment). this near wall warning seems like its a little
> too arbitrary (one step away and it sounds? you can hear a wall in real life
> a lot further away than 1 step).
> I know, it sounds stupid, but thats how I hear the world. btw, I don't play
> a lot of FPS games as I am on a mac. I used to play WoW before 5 months ago
> before the last of my eyesight went away. so I am not unfamiliar with
> computer FPS and MMO games.
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