SYNTHETICTEACHING FICTION
Not a Split Fiction level. Not affiliated with Hazelight or EA.
Mio yaw: A/D or ,/. ·
Zoe yaw: ←/→ or [/]
Orange wall with N is north (ahead at yaw 0). T switch shooter · F/Enter shoot nearest threat in shooter's FOV · Num 0 Zoe shoots
(denied blip if none) · respawn after 5 s Set default saves the controls in this browser. Reset restores the built-in values and forgets that save. Mouse (optional): drag to orbit, wheel to zoom, double-click to reset. No pointer lock.
Dual-listener 7.1 routing demo
PlayCanvas engine (github.com/playcanvas/engine)
+ Web Audio. Routing is a demo simplification, not a claim that Hazelight ships 7.1 this way.
Audio not started. Browsers need a click before sound can play.
8 output channelsW3C order, indices 0–7, measured on the 8-ch bus before the destination
MixerMute always silences that layer. If any Solo is on, only soloed layers play.
Walk-in footsteps play only while they are moving in. At the stop radius they stand still and only the attack roar/bite plays. Idle walk does not play once they have stopped. Death and respawn stay on their own row. All of them use each zombie's 7.1 gains, scaled by that listener's distance first.
SceneEven zombies walk in on Mio, odd ones on Zoe. At the stop radius they freeze and only attack. Grid is 1 m, bold every 5.
Count80–16
Gap12.0apart
Spawn24.0 m
Speed3.0 m/s
Stop4.0 m
Near4.0 m
Far32.0 m
Rolloff1.0demo curve
Demo curve, not Hazelight. Full volume inside Near, quiet at Far. Rolloff 1 is linear; higher drops faster. Each proxy uses that camera's distance, then ownership and look-front. Attenuation circles also draw the falloff between Near and Far: brighter rings are louder.
Attack3.5 s
Roar gap0.6 s
Mio yaw 0°
Zoe yaw 0°
Shooter Mio
Kills Mio 0 · Zoe 0
Threatsaz = local azimuth (0 ahead, + right). ◉ in FOV (110°). Owner (FOV) = ITT conflict rule.
Mio az
Zoe az
look
owner
L R C F Ls Rs Lsr Rsr
Documented SFTwo listeners is the core problem. L/R ownership of the mix is always assigned to one player; Proxy Emitters duplicate a source per player's view; Spatial Panning Gain weights a spatial sound toward one listener; music is shared.
Documented ITT5.1 halves: left player owns front+rear left, right player owns the right, centre shared. If either player looks at a sound it stays in the front speakers; only if both look away does it go to the rears. When the nearer camera looks away and the other sees it, the player with it in view is favoured.
Demo simplification7.1 with Ls/Rs for off-axis energy; non-owner proxy −14 dB; FOV 110°; demo distance curve (near / far / rolloff, not Hazelight); meshes, timbres, walking zombies that freeze at the stop radius, footsteps, attack roar, shooting and the shot routing (front + a little C + LFE) are invented.