Much in the same way that our meatspace has laws of physics, there will need to be some definition or imposition of how audio and sound is treated, both inter-tile and intra-tile. These are issues that are already necessary on the visual side of things, so naturally there would need to be the same for audio:
Fundamental propagation laws (speed of sound, attenuation curves, occlusion/obstruction factors, etc.)
native audio format (ogg, wave, etc.)
spatial audio format (ambisonic, MPEG-H, etc.)
In traditional broadcast and gaming spaces we have agreed upon standards for loudness, but in staying true to the decentraland spirit that may be too oppressive :-)
Much in the same way that our meatspace has laws of physics, there will need to be some definition or imposition of how audio and sound is treated, both inter-tile and intra-tile. These are issues that are already necessary on the visual side of things, so naturally there would need to be the same for audio:
In traditional broadcast and gaming spaces we have agreed upon standards for loudness, but in staying true to the decentraland spirit that may be too oppressive :-)