Spielerando

Noise from several actions at once should not simply add up to a deafening roar

A sneaking player opens a door, steps on glass and drops a tin, and the monster two rooms away hears everything. Here is how to combine sounds so that quiet things stay quiet, how noise fades, and how distance decides who actually hears it.

Why this works

Hearing is dominated by the loudest thing, and small sounds only add a little to it. Combining sounds this way, and letting noise fade on its own, keeps a careful player rewarded and means one real mistake counts for more than many tiny ones.

When not to use it

Avoid it in a game without sneaking, where enemies see or chase the player whatever happens. A noise meter then adds a rule nobody can use. Also keep it simple if the enemies should react to every single sound.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 19 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Noise from several actions at once should not simply add up to a deafening roar" (read_entry narr-noise-meter-stacked-sounds) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP