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Sound Drop Off Models

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All the sound libraries I have used now and in the past (FMod, XBox SDK, PS2 Dev and OpenAL) have all supported none linear drop off models for their samples (though OpenAL 1.1 has a linear drop off extension now). What are peoples take on this? In the past I have gone out of my way and applied my own linear distance model (usually forcing the sound library to have no internal distance model). This is usually quite useful when doing cross platform sound development (Gamecube, PS2 and XBox have slightly different implementations of their distance models, so sound often sounds slightly different on different consoles. Forcing a standard linear model has the desired effect of making the samples act the same on each platform). But now I'm developing across Windows, Linux and (hopefully) Mac, and here the distances arent obvious (I am using both OpenAL and FMod as a test bed, and they seem the same). Do you prefer a linear drop off, or a non-linear drop off? Forcing a linear drop off is obviously not as fast as using the libraries internal distance model, so is it not worth it in the end? Any comments or ideas would be appreciated Spree

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