Acoustics: water -- room rays ignore it, no air/water boundary loss, no underwater listener model #953
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sky_line/Slipstream#953
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Current state
ACC_WATER, absorption 0.01 / 0.01 / 0.02), so multi-bounce reverb over water is right.llvieweraudio.cpp) and the weather-audio muffle (slweatheraudio.cpp).Problems
clean_audio_rt.comp, header comment) leaves water out, so room rays pass the surface and hit the lake / sea bed, scored as terrain (0.25 / 0.40). The room model (decay, wet, early reflections) makes a listener over a lake, pool or harbour sound deader than it should, contradicting the bounce pass.llcleanacoustics.cpphas no underwater state: underwater listening gets the same air-room reverb and filtering. Expected: strong high-frequency loss for sources in air, a distinct underwater reverb / filter profile, and a different propagation model (speed of sound ~1480 m/s).Wanted
Test
Fixed in 1.5.0 Beta 1 (
360e6beb36). Reopen if you still see it.