ID:151725
 
I borrowed this picture from Lummox JR's article on 3D sounds:

http://www.byond.com/members/DreamMakers?post=46984



Okay, so I'm working on a system that plays positional, repeating sounds such as waterfalls, and updates the sound being played continually to reflect the player's current position relative to the source of the sound. I'm thinking it would be cool to throw in some sound environment changes to reflect where the sound is at, just like in the example above. Problem is, I'd need to come up with some very quick ways to calculate these positions, since the sound will be updated every time the player moves and nobody likes movement lag, and honestly I'm not sure how to calculate these positions in the first place as I've never tried it before.

Anyone have any experience or suggestions on how to accomplish this?
If get_dist is equal to actual walking distance, then it's Direct
If get_dist is little lower than actual walking distance then we can assume it is Obstruction.
If get_dist is way lower than actual walking distance, then it's possibly Occlusion
However I'm not sure about Exclusion :)