In big fights my game turns into loud crackling noise
Dozens of the same sound started at once add up to something louder and harsher than any one of them. This helper decides which sound requests are played and which are dropped, with a rule about spacing and a rule about how many may overlap.
Why this works
The ear cannot tell forty gunshots in one tenth of a second from ten, but the speakers can clip. Limiting how often and how many at once keeps the fight loud and clear, and it is checked against the last sound that was actually played.
When not to use it
Sounds that carry information, like a warning for an attack from behind, should never be dropped by such a rule. Give them their own channel with no limit.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- 35 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "In big fights my game turns into loud crackling noise" (read_entry work-act-sound-stacks-into-noise) 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