Unity AI Hearing with Distance and Sound Occlusion
See Unity guards hear footsteps, gunshots, and distractions with distance attenuation, wall occlusion, last-known positions, and investigation behavior.
What this clip demonstrates
- One sound event can be evaluated independently by every listener.
- Distance and intervening walls reduce the effective stimulus.
- Heard evidence creates a position to investigate without granting visual confirmation.
Implementation notes
A global sound event is a clean boundary between gameplay and perception. Footsteps, weapons, impacts, and distractions announce what happened and where; each active listener decides how strong the event is after distance and occlusion are applied.
Argus keeps heard evidence distinct from sight. The guard can travel to the reported location and search, but a noise alone does not become a live target or an excuse to track the player through a wall. That distinction is central to fair stealth AI.
Build the underlying mechanic
Build useful AI hearing in Unity with a global sound event bus, intensity-based range, sound categories, wall occlusion, material attenuation, and debuggable reactions.
Read: AI hearing and sound occlusion