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(+2)

Oh yeah, I forgot to talk about this in my last post: Positional audio! I think it could be dramatically improved, but I’m not sure if this is something that’s just planned for later or not. The current line of sight based audio is… extremely strange, and breaks immersion frequently. Shifting slightly to the right and suddenly being completely unable to hear a TV in the next room with an open door is completely absurd. I don’t expect cutting edge actual-sound-wave technology, but even a simple proximity-based audio system is significantly more realistic and immersive - even though this isn’t how it works in real life, we “expect” to be able to hear things closer, and not to be able to hear things farther. Real life sound is obviously much more complicated than this but it’s definitely out of scope to get this completely right.

I think just switching to a more natural proximity-based system for the time being, if a more substantial audio system is planned, would fix these issues easily.

Perhaps doors and corners could be used to "radiate" audio outwards from them, with a lower volume and some tag to make it bounce X amount of times?