New sound physics showcase for the game ultrachase

I have recently made new engine simulating how sound travels through the closed / open space
sound physics is bunch of algorithms, not raytraced bounces

  • Not as accurate since the sound position does not change, in some corners or places the sound become audible or muffled over one gap
  • More sacrifice has been made for best performance, very short sounds are not fully simulated

Testing

Gameplay (phone ringing in the background blurred by long travel)

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It would be amazing if you could make material-based sound reflection and how sound travel based on nodes how it can long travel (and make it less hearable), sometimes sound just unrealistically reflects or makes too much echo inside of space.

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I love sound physics, underrated immersion aspect, which can definetly be used for game design

Good work!
however the sound is a bit off putting sometimes because of how sudden the changes by the physics are to the sound, or how great the impact can quickly be, i think.

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