Onwards, to Air absorption (proximity)!

So now that I had finished audio level attenuation over distance, it was then onto proximity… Or more specific, air absorption over distance.

After looking into the research for this part of the project I came to the conclusion that the maths for a realistic simulation is hard. Really hard. Way beyond my understanding and knowledge level.

I decided that I was just going to try to do it as realistically as possible, without going into all that complicated “lets just hurt Chris’ head for a few weeks” stuff.


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