Cool so far, I’ve done all this for my projects so feel free to dm if you get stuck on anything. Couple questions out of curiosity?
How is performance? You’ve shown us all this but if you want real feedback it’d be helpful to give some benchmarks. Especially because it seems like you’re moving around at 20 frames per second here. This stuff can get tricky when you have a ton of sounds depending on how you’re doing things
Is this calculated in real time based on world geometry(with cached cells until invalidation is necessary), or is it all based on pre-placed nodes? I’ve found certain advantages and drawbacks to both but personally I think the latter is sufficient
You calculating reverb based on the listener’s position or the source? If you’re doing it based on the listener’s position, the source will probably sound a lot better. The developers of Hitman did this. I used a combination of their videos and some videos from the siege devs to replicate their systems