Quick answer: audio_falloff_set_model(audio_falloff_inverse_distance_clamped). Per-emitter audio_emitter_falloff(em, ref, max, factor).
3D footsteps audible at extreme distance. Default model didn’t match scene scale.
The Fix
// Game Start
audio_falloff_set_model(audio_falloff_inverse_distance_clamped);
audio_listener_orientation(0, 0, 1, 0, 1, 0);
// Per emitter
audio_emitter_falloff(em, 100, 600, 1); // ref, max, factor
// Per frame
audio_listener_position(camera_x, camera_y, 0);
Inverse-distance-clamped models real-world falloff. ref/max distances control reach.
Verifying
Move emitter further; volume drops naturally. Beyond max distance: silent.
“Set model. Tune ref/max. Listener tracks.”
Related Issues
For shader uniform, see uniform. For blend bleed, see blend.
Inverse clamp. Reaches right.