In gamedev, we're used to sound coming from single points in space, but how do we handle sound coming from an irregular shape?
In this article (with plenty code snippets), I go into details with the Point Cloud Sound technique I'm using for water and foliage:
blog.runevision.com/2026/06/poin...
In video game development, we're used to sound coming from single positions in space, but how do we handle sound coming from an irregular sh...