the way it happens now :-
TOP VIEW of a marine shooting a gun.
In the picture below a marine is shooting a gun, and sound spreads outwards in a radial pattern, getting softer as you get further away form it, however it can be heard through walls as if the walls weren't even there, and can be heard through several rooms.

In a much more realistic way as this picture shows, the sound is trapped by the walls, and cannot be heard in the other rooms. Apart from a bit of echoing throughout the hallway, the sound cannot be heard if you don't have line of sight.

of course this is only very basic, you could do some really cool things like if a marine is shooting a gun inside a glass room, the sound cannot be heard for anyone outside of the room - UNTIL the glass is broken, letting through the sound.
Like imagine, an onos trying to bust through some glass, the first two or three hits, are muted, dulled "thud sounds" you can barely hear them, but once the glass breaks, you are hit with the full roar of the onos, the breaking glass, and all of the infestation and engine sounds that may have been on the other part of the room.
Also fog of war should mask sound, so the commander can't hear what can't be seen. (like finding out which hive is occupied at the start of the game)
I think having realistic directional / volumetric sound would really add to the stealth and tactics part of the game
- you could have skulks chuckling into one end of a vent, and the chuckling would carry through to the other openings.
- or if a vent entry panel is cracked open, the sound echo's through out
- marines wouldn't be able to hear whats behind walls for exampe, instantly shooting while comming around the corner.
you could too have walls which let sounds pass through - like grates , but perhaps in a distorted in some way
I dunno if you'd have to tie the sounds to the gfx or phys engine or something like that ? it would be kind of like collision detection i guess,but for sound.
