Drag the goblin D: stats hold T on startup: render an audio heatmap The engine uses 2 audio files a normal audio track and a muffled reverb version, as scratch does not support reverb processing. It accounts for distance from audio and the walls in between you and it to manipulate the volume of these 2. This isn't a ray traced audio solution and is not accurate as it dosent calculate reflections, however it sounds beliviable enough and is fast enough to run in any project, like raycasters.
Music 90210 (2nd Half, Instrumental) - Travis Scott Toad audio and photo are from Nintendo Inspired by @timlix723 Code is properly documented and versatile, you can use it but make sure to credit me with the name and my username (Fast Audio Physics engine - @Xboxman_914) Version History v1.0 - upload v1.1 - stats menu added, got rid of a bad optimization v1.2 - Multiple changes • toad moves, proving the engine is not baked. • Player is controlled with arrow keys for work in progress stereo update. • Level is white for better visibility in the audio test v1.3: • Stereo is added yet buggy and only on speaker1. To enable stereo test, press S. • Brought back the drag control scheme, its better v1.4: • Replaced audio with 90210 • Logo in the corner • Instructions on the background • Edited documentation for audacity muffling • Added a sample rate for performance