Re: Let's talk about audiogame development environments

I know how the openAL's 3d feature sounds. But one problem I'm wondering is how I can apply additional audio processing like muting or cutting volume of sound sources which are at the other side of the wall. Usually, if 3d functionality is enabled, I can't control the sources volume or pan manually.
I have to test how these work in openAL, but I haven't done that because I've already completed my FPS panning engine with BASS. I'm really interested in 3d sound, but at least, it'll be from the next project, since I'll have to completely rewrite the audio engine.

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