The focus system in Liora is meant to address the need for **short distance localization**. In the real world, audio is used to pin-point the location of objects. In a game we want to achieve the same thing, but the audio technology is not nearly as powerful. So we enhance the hearing of the player by allowing them to at any time **amplify and filter out relevant gameplay sounds**. In addition to the filtering aspect, you can also obtain detailed descriptions of the objects, their purpose and hints.

The end-point of the focus system is to select a sound, an to perform an interaction with it. This can be to let [[Kestrel]] fly in the corresponding direction, or to let [[Liora]] aim her bow in that direction. These are direct actions, but the focus system can also serve as a more passive *orientational* role. If we place guide sounds at spots of interest in the world, then we can draw player there. These guide sounds can be purely as navigation points.

An example might include a group of birds eating berries in the bushes. Without focus, these would be blend in with the normal forest ambience. But when the focus system is activated, the birds and berries (as a single emitter) are audible and selectable. Liora can then hint that the berries can be eaten and go towards them.

Therefore, the focus system allows the player to:
- Locate
- Identify
- Select or Target (for archery or navigation)
- Orientate

## Initial Idea

Initially, the focus system was meant to be used for finding paths to navigate on as well, but this was deemed to be better fit as a separate *map* system. In the map system, the player interact with an "audio" map and explore nearby junctions, in a similar way that the selection goes in the focus system. Making this separation reduces clutter from the actual focus system, since paths will be everywhere, and allows us to expand on the functionality of the map system