

What this looks like is an attenuation curve that is somewhat flat, versus one that drops off a lot over distance. We optimize for making sure footsteps are heard, as opposed to optimizing for portraying distance. And it's mind boggling to me that they are even running so many tournaments before prioritizing this issue. sewer's water sound, metallic sound in vents, wooden floor) But I really feel like this is such a fundamental component in an FPS game. This is why the maps have such distinctive material sound in different parts of the area (ie. Some people expect to be able to hear this difference, but that is not currently possible. We currently mix the game in stereo, meaning there is no difference between a sound 45 degrees to your left in front of you and a sound 45 degrees to your left in back of you. It's been almost 6 months since Riot talked about this in this article, but do we have an official statement from Riot regarding when they will fix the directional audio in Valorant?
