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The audio component of a game, representing what the player will hear. Comprised of dialogue, music, and sound effects.

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Using spherical harmonics to build complex sound scapes

You could simultaneously do specular-esque reflections as well as audio scattering modelled as diffuse reflections. As a bonus you'd also get obstructions blocking sound transfer. … Surely though this could be modelled by applying some form of transform to the audio spectrum (FFT). …
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