Stokes law of attenuation in relation to footsteps

Audio does not seem to replicate Stokes law of attenuation. Currently, footsteps read as either "close to the player" or "close to the player at lower volume". the low frequencies of a far away footstep should continue at farther distances, but a tilt in higher frequencies should attenuate. At close distance, all frequencies are where they are currently. at middling distances the low and mid should not attenuate but a tilt in the high frequencies should. at a far distance the low frequencies should continue with attenuation of mids and a deeper tilt in higher frequencies. Counterstrike is a good example of where this is applied correctly. Marathon has an audio issue that can't be fixed with spatial software like Sonar. I have over 3k hrs in CS and around 300 for Marathon. it just doesn't read properly.
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