Hey guys,
I know this probably seems fairly intuitive but a thought I had while implementing 3D sounds. By nature of the way a linear or logarithmic rolloff is applied to a 3D event at runtime, does this plugin natively account for high frequency rolloffs with distance?
Id imagine maybe not to give the sound designer more flexibility in this regard, but I wasn’t sure if that was the case or not, so I thought to ask.
If not, in most regular scenarios you would be adding it via a multiband EQ added to the event manually, no?