I’m having a pretty weird problem.
The weapons in the game im making have some pretty high firerate, but the sound is breaking, and i’ve no ideia why, any guesses?
Here’s a video, the sound break is pretty noticible, and when it happens, it stops all sounds from the game, not only the gunshot sounds, and they’re back shortly after.
How are you triggering the sounds? And are you triggering each gun shot sound individually? A more efficient approach might be to replace multiple calls to the audio system with a single call. So either loop the gunshot sample for as long as the firing is taking place, or create a longer file that contains X number of gunshots. Then simply trigger this to play for as long as the firing is taking place. Just an idea.
Yup, they’re individual, But unfortunately that wouldnt really work very well, because the shots need to be individual, otherwise the sound will keep playing after i stop shooting, and doing the loop thing, that would be too much to do per each weapon (not even saying about how much work it would be putting them togheter on a mp3 file), and there’s 50+ of them, and it would also need to be perfect, the sound would have to sound natural which wouldnt be for sure…But I apreciate the ideia…
Why? What’s stopping you from stopping playback once you are done shooting?
No problem. I’m afraid all I have are ideas! Can you slow down the triggering of the samples, or have you already? It seems to be that you are just triggering far too many sounds per second which is naturally going to cause some issues.
Another idea, maybe you could use multiple AudioSource’s to play back the sounds? In that case each would be firing off level sounds per second, but the overall effect might be the same?