During the player's turn:
All SFX played, as well as their location and volume, will be based on the currently selected soldier.
Sounds that are the result of a soldier's actions (firing a weapon, opening a door, walking) will always be played at full volume.
Environmental sounds (televisions, Xenium reactors, etc.) will not be played if the sound source is further than some minimum distance from the soldier. As the soldier approaches the sound source, the volume will increase. As the soldier moves further away from the sound source, the volume will decrease.
During the opponent's turn:
Sounds that result from a visible alien's actions will be played at full volume (as from the perspective of the alien).
Environmental sounds sounds will not be played.
Of course, this not formally worded, but does this sound like a solid concept?
Edited by LfO, 17 July 2006 - 02:00 PM.