Graham Philipson · Lead Audio ProgrammerI've just been scheduling some work for the next quarter, and the way occlusion is working is going to change massively as part of that. I have some work that I've done that enables audio to propagate correctly through portals and through rooms and things like that, and to accumulate reverbs as it goes through them and that kind of thing. But it's been kind of on a little stumbling block where we need some extra tech in the game's room system. So for a while we were kind of trying to figure out how that's going to schedule in, and we've decided that, rather than waiting on it any longer, I'm going to do this work, which isn't strictly audio work, but it's stuff that benefits us greatly. So it's getting scheduled in right now, and occlusion will be much more systemic and will make a lot more sense than it currently does. So you'll be able to get a lot more of a sense not just of the direction, as the crow flies, that sound is coming from, but where you're actually hearing it from, and you'd be able to follow that sound and find the objects making that sound or the actor that's making that sound. So it's coming, and it's just a case of how long it takes me to do it.