Hard boundaries for audio

When the sound source is located closer to a wall/ceiling/floor it can be heard just fine from the opposite side, this is where the spatial roll off doesn’t help much, setting it to a higher level doesn’t work well for larger spaces since you need to be closer to the source in order to hear the sound.

Cutting off/low-pass filtering the sound beyond the boundaries (probably defined by building blocks) would be really nice for experiences with more complex sound design. I imagine this is probably quite complicated, but maybe someday?

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I really like this idea but as you suggest, is not trivial to implement.

I’m planning some updates to the audio engine soon, so will keep it in mind.

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