AL_INVERSE_DISTANCE_CLAMPED versus AL_INVERSE_DISTANCE for deterministic audio culling
When authoring 3D audio with OpenAL 1.1, developers must select a distance attenuation model that determines how source gain diminishes with listener distance. A common design constraint requires predictable audio culling: sources beyond a gameplay-defined radius must be muted or processed inactive without audible artifacts. Two approaches compete: AL_INVERS