Decide which sounds to load at once and which to play from a stream
Wind that blows for a whole minute and a footstep that lasts a blink do not belong in memory the same way. Loading them all makes the game heavy, and streaming them all makes footsteps late. This entry gives the AI a rule and shows where a cheaper copy of a sound will do.
Why this works
Sound costs more once it is unpacked, and what players notice is delay. A short sound must be ready the instant it is needed, so keep it ready, while a long one only needs its next few seconds, so read it as it plays.
When not to use it
Streaming is the wrong choice for a long sound that must start exactly on cue, such as a music hit on a beat, or on a device with a weak connection to its storage. Keep those loaded and shorten them, or lower their quality instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 33 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Decide which sounds to load at once and which to play from a stream" (read_entry long-sounds-stream-short-sounds-load) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP