How did we implement the ambiences for Big Walk? @nicholaszhangaudio.bsky.social manually drew poly lines for all the different biomes and rivers, and built tools to detect shorelines and scatter positions. Most of it is done before the game even runs, and then we just blend between stored values!
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Each biome is represented by 3 mono emitters that surround you as move into the area and merge into one as you move away. Doing it this way rather than just using stereo sounds allowed us to keep the directionality of the ambience, and we can also partially occlude some of them as needed.
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