## rate of SNDINFO audio attenuation in units?

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### rate of SNDINFO audio attenuation in units?

while this is a narrow question, i thought the actual complexity of the answer, given the fact that it seems to be a bit of an abstract representation. would warrant a separate thread for this question.

the SNDINFO page appears to describe the rate of falloff as an inverse variation of some kind; the problem is, of course, that the actual effect on the distance is covered by general adjectives, such as "more quickly", "faster", and just "decreases"; is there a function relating to this?

also, could you express an algorithm, to a degree, in boolean algebra? the "abstract" nature trips me up...

|ndußtrial

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### Re: rate of SNDINFO audio attenuation in units?

Attenuation is done by multiplying the sound's distance by the attenuation value and using that as the distance in volume calculations. e.g. If attenuation is 2, then the volume at a particular distance from a sound will be the same as the volume two times further for the same sound with an attenuation of 1. If attenuation is 0.5, the the volume you hear will be the same as the volume at half the distance when the attenuation was 1.

randi