Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Oh thanks so much for your feedback! Yes right now there is no difference between behind/in front like you called out. Making an exaggerated filtering for behind walls, then a mild one for things behind you sounds like a wonderful suggestion, and just thinking about it I feel like it'd be natural to turn around if you hear something muted around you. But hey, beating level 5 is a long time to hang on!


Ooh just a gentle reverb onto the other ear would be good to give the impression of it bouncing off the wall on the other side wouldn't it? I'll have add these to my list of things to try in games!

For the reverb: absolutely, it can be as sophisticated as you want! Hard panning is pretty rare in the real world. Sound naturally reflects, and our bodies and minds are tuned to pick up on what it tells us about the space around us. There are plenty of tricks like switching reverb impulses when entering spaces of different sizes or materials, or adjusting early reflections when near obstacles just as you describe. For a project like this I’d personally keep it super simple, but adding acoustic realism to game environments in general can certainly improve their accessibility for all (who can hear it).

Yep thank you!

I'm doing a bunch of jams with different navigation mechanics/attempts so I can eventually make a larger project with a decent navigation system. So feed back that would be appropriate for a bigger project is still super helpful.