Tier 3
Series 206
206B: The 3D Ear
"In a cockpit, an explosion behind you sounds different than one in front of you. A Pilot audits "Spatial Blend" and "Rolloff Curves" to ensure the sound exists in physical space, not just inside the user's headphones."
The Concept: Spatialization
Converting flat audio into 3D audio.
* **Spatial Blend:** 0.0 (2D/Music) vs 1.0 (3D/SFX).
* **Min/Max Distance:** The range where volume attenuates.
* **Doppler Level:** Pitch shifting based on relative velocity.
* **Spatial Blend:** 0.0 (2D/Music) vs 1.0 (3D/SFX).
* **Min/Max Distance:** The range where volume attenuates.
* **Doppler Level:** Pitch shifting based on relative velocity.
Red Flag Detected
The AI Trap: "The Flat Boom"
You ask the AI: "Play an explosion sound at the enemy position."
// AI-Generated Code: 2D Default
void Explode() {
// Audit Fail: By default, PlayOneShot is 2D.
// The sound plays at full volume regardless of distance.
audioSource.PlayOneShot(boomClip);
}
This is "Global Deafness." The player cannot tell where the threat is coming from.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Pilot's Correction
Corrective Protocol
// Corrected: Localized Audio source.spatialBlend = 1.0f; source.minDistance = 5f; source.maxDistance = 50f; source.Play();
Your Pilot Command
> A skilled Pilot directs the AI to Spatialize. You command: "Set Spatial Blend to 1.0 and configure the Logarithmic Rolloff curve to fade out over 50 meters."