Footsteps: Since this is a first-person game, the footstep sounds of the main character will always be attached to the camera. Since there is no movement and no attenuation for these sounds, basic speaker panning using Direct Assignment is appropriate in this case. For the other agents, however, you will need to match the footstep sounds to their movement by attaching the sounds to the “agent” game objects.
3D Spatialization with Emitter positioning would be appropriate in this case; but, no attenuation is necessary.
The torches that light up the enemy's jungle base: These sounds will be attached to the torch game objects. Although they are fixed in one place, the location of the sound emitter and its distance from the microphone will change as the player moves.
To simulate this type of sound, you can use 3D spatialization with an Emitter position and attenuation.
A group of terrorists talking in a hut: These sounds will be attached to the terrorist game objects, which can move freely within the game environment.
To simulate this type of sound, you could use 3D spatialization with an Emitter position and attenuation.
A mosquito buzzing overhead: The mosquito can be heard buzzing around, but cannot be seen. Since the sound emitter must move within the 3D space, 3D spatialization using either an Emitter with Automation or a Listener with Automation position would be appropriate in this case. A series of randomly played back sound paths using both spatialization and attenuation can create very realistic insect sounds. In choosing the Listener with Automation option, no actual game object is needed, but the buzzing will follow the player around. Instead, we could choose the Emitter with Automation option, so a mosquito game object would be used to define an area, perhaps around a stagnant pond, where the buzzing would be heard.
Updates received from headquarters: The communication received from headquarters is not associated with any particular game object and does not move within the surround environment; therefore, speaker panning with Direct Assignment would be appropriate in this case. Since the updates are crucial to the mission, you may also want to route some or all of these sounds through the center speaker.
The whispered communication between special agents on this mission: The teammates' whispered voices will be attached to their respective game objects, so 3D spatialization would be appropriate for these sounds. The agents will be moving around one another requiring some kind of spatialization, but since the agents must work together as a team, the communication between them will not require any attenuation. The communication between teammates is crucial to the mission, so you may also want to route some or all of these sounds through the center speaker.
The detonation of explosives used to destroy the base after the mission has been successfully completed: The detonation of the explosives will be heard and felt by the operatives. These sound and motion objects will be attached to the explosives game objects. Although they are fixed in one place, the location of the sound/motion emitter and its distance from the listener will change as the player moves. To simulate this type of effect, you can use 3D spatialization with an Emitter position and attenuation.
The constant rumbling of the island's volcano: The rumbling of the volcano is a constant sound and motion effect on this remote island. Both the sound and motion object would most likely be attached to the “island” game object. Some attenuation would make the rumbling appear louder or more intense as the players move closer to the island. Since there is no movement to the sound or motion, spatialization would not be necessary in this case.
The final enveloping eruption of the volcano: The explosions trigger a massive eruption of the volcano. So, the final scene plays out to the escaping player sitting in the back of a piloted transport helicopter. The eruption makes for a powerful ambient sound, which can be 3D spatialized, along with some attenuation, by using the Listener with Automation Position option. One or more paths could be created in the Position Editor (3D Automation) to reflect how the helicopter and, thus, the player weaves up, down, around, and ultimately past the volcano crater, the epicenter of the sound, while dodging flying debris in a maelstrom of smoke. We would enable the Hold Listener Orientation so that the eruption sounds move through different speakers to reflect the position of the player (the listener). Assuming a multi-speaker setup, one could also select Position + Orientation as the 3D Spatialization option to provide the added realism of the combined shifting helicopter orientation and attenuation spread of the eruption.
The interactive music: Since the music is not associated with any particular game object and requires no movement within the surround environment, Speaker Panning would be appropriate. For our example, we want to pan some of the Music Tracks so that the music is balanced between the front and rear speakers.