Right.
My bot's AI is not that far yet, hence I never faced really the problem. But it certainly will arise sooner or later.
I believe I can tackle it out easily, though... lemme see:
- The "direction" will encompass a certain group of walkfaces in the navmesh, which I can pop out quickly thanks to the topology hashtable
- The "distance" will be expressed in function of the sound's LOUDNESS, taking in account whether there is a direct LOS or not (a wall in between, for example).
Direction & distance => position.
I believe that's the most human-like way of doing things. However, this was just a 5 minute thought. I might be able to do better