Still testing the Been There game client. I’m currently working on a minor bug that has been bothering me for a while. Other than that, things are still working out pretty well.
I added a new feature to the game engine that I’m calling area sound. Unlike full 3D sound, it’s much less CPU intensive. It’s still positional, however the sound direction (and velocity, etc.) is not taken into account. This allows us to have different environmental effects (or music, etc.) fade in and out, based on the player’s current location in the world. Sounds are started and stopped automatically as needed.