Tier 3 Series 206

206B: The 3D Ear

Pilot Record
Student Profile
"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.
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."
Next Mission
The Ducking Signal