Best and most efficient way to replicate realistic audio dampening

I was looking at 3D Floodfill algorithms as a way to determine said audio dampening (from the solution to my previous post)

I don’t think that a 3D Floodfill will work too well with what I’m doing.

I could possibly do a sort of pathfinding from the player to the sound source and check how theoretically long it would take for the pathfinding to reach the source and use that to determine the prominence of the Equalizer sound effect instance.

The issue is that I need to do this pathfinding in a “Heartbeat” (runservice heartbeat), and I do not know how to do that.

I assume that this pathfinding method would be the fastest and most performant way to do this, but I’m not sure.

If this is the most efficient way, please point me towards an info source I can sift through for anything useful to this “Blink-of-An-Eye” pathfinding method.

Otherwise if this would not be performant and or not realistic please point me in the direction of a more performant and realistic approach to this muffle effect.

Also heres an example of the pathfinding method I would attempt to use

Gray box = audio source
Green lines = pathfinding direction
Green boxes = pathfinding nodes
Red rectangle = doorway
Black lines = walls
Orange circle = player

Thank you,
-Xarciti

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Nevermind I’ve figured it out. This was an extremely dumb post, sorry guys!

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