![]() ![]() In addition, unlike Thief, the presentation also covers dynamic geometry (meaning moving objects, not doors) though that is independent from the volume-and-portal method described. However Thief only considers the center of the volume ("roombrush"), whereas the method shown in the PDF does take into consideration the entire volume, the opening of each portal (so, e.g., a portal at the end of a tunnel/vent/pipe will have a narrower range whereas the portal at the end of a door will have a wider one) and even an approximation for the wall materials and how they affect the sound in terms of absorption and reflection. ![]() The method discussed there is actually kinda similar to the method Thief uses - both rely on manually placed volumes and have sound travel through portals between these volumes. ![]() As an example check this presentation PDF from 2015 about Hitman's sound propagation system (it isn't really technical except a tiny bit at the end, it should be easy to follow even if you aren't into programming). FWIW this isn't really true, many games use sound propagation that improves over the basic ideas introduced in the Dark Engine. ![]()
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