Proper way for audio dynamics ?

Hi there. I am just trying to implement audio effects into my game, but the problem is that the audio engine doesn’t seem to support (proper) dynamics control. For example: I have an object affected by gravity to fall to the ground and bounce until it rests. Obviously the audio volume of each bounce-sound depends on the magnitude of the force upon the collision. I have tried of course to set the audio volume after each significant collision (post collision event, e.force) but the thing is that it doesn’t actually work as intented (although volume value is indeed calculated as a value between 0.00 - 1.00, the output sound only have 2-3 distinct audible levels -something like ‘low’ - ‘medium’ - ‘high’) -
I guess that there should be a better way to control audio dynamics but so far I couldnt find any documentation for this. I would be grateful to anyone that would point me to the right direction :slight_smile:
I hope also that the above make sense…

Thanx
Vasilis [import]uid: 7809 topic_id: 9476 reply_id: 309476[/import]