3 ms·
Sound sources can be anonymized, though. If the source of a given sound is on the other side of a wall, the player can't see who it is, and the client doesn't n
by Hemospectrum 14y ago
Sound sources can be anonymized, though. If the source of a given sound is on the other side of a wall, the player can't see who it is, and the client doesn't need to know.
I'd go so far as to not even notify the client about sounds that are too quiet and far away for the player to be able to hear in the first place. Calculating echoes on the server and having the client treat them as separate "original" sound sources should also help somewhat.
- jiggy2011 14y agoEven if you don't know who it is, knowing that someone is around the other side of the wall is a huge advantage in an FPS game. Also players tend to have their teammates displayed on a map, so the cheat program could take this into account and mark as friend or foe. Pushing this info to the client early also allows the program to make sure all the required assets are loaded into memory before it has to be rendered. You could stream sound from the server, but latency might be an issue.