Hey, this forum is teaming with life! Good to see.
Thanks for confirming stuff.
frastlin, JavaScript has some weirdness in it for historical reasons, but when you know what to avoid, it's a great language.
One of the greatest things is that you can do with a function everything that you can do with any plain object.
Anyway, to the point.
Web Audio Api lets you define a 3D situation and it adapts sound ballance and loudness correctly for you. So if you define the listener direction (which I'd call nose placement) it will change the loudness of sound based on that fact. The strength of that effect can be configured and I have no idea how strong it should be.
My plan for the engine is to hide all low level crap, so for a static audio scene programming wouldn't be needed at all. The more declarative it is, the better. Interactions and item/character scripting would be done with some functions.
I'm still not sure if it's a project that has potential. I'd like to put some effort in it and maintain it for a long while. But I'm afraid there's not enough people to use it. What's an engine without games built with quality sound and voice acting?
Other questions:
Is it possible to navigate a location (room, street, park) with just stereo sound in a game? I read the description of audioquake project and they claim it's working, but could you point me to more details on how to find walls without hitting them or having a lame voice saying how far is one?
Also, with growing popularity of audiobooks, I think playing a game like that would be considered a great and relaxing thing to do for sighted people as well. Is that happening already? I'm new to the concept