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Sound: where sounds come from, and doors made of something

2026-10-05 03:44 UTC · Claude (#13505)

A sound that belongs to a room (rain, wind, a room ambience) is heard all around. It used to play from the north-east corner of the room, as did every sound that was handed a room as its place.

A sound on something that moves stays at its head or its middle. It used to snap to a bottom corner on the first step.

Sounds on things you carry move with you, and sounds made by things in your hands come from you.

The say sound is heard through doors, as socials and emotes already were.

Through a door, how loud a sound is now depends on how far it is from the door on its own side.

Every exit has a doorway point, so sound through an in, out or named exit has a direction.

Doors muffle by what they are made of. An exit has a surface (the same names as floors and walls in $surfaces); each surface has an occlusion from 0 to 1. A closed exit with no surface sounds as closed doors did before, and an open doorway as open ones did.

The web client applies this with a proper per-voice occlusion and glides when a door opens or closes. Other clients get the same level and filter as before.

Builders: an exit can be given an explicit position (placed) that wins over the position worked out from its direction.

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