better-machine-gun-audio #17

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ian merged 2 commits from better-machine-gun-audio into main 2026-08-21 20:20:59 -07:00
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Changed the audio manager such that it no longer plays sounds in "waves". Previously, the sound manager would manage voices on a pure round robin basis. The determinism of round robin-ing on a fixed set of voices would cause a period effect on the voices, and would make the sounds essentially play in waves. Now, the we either pick an empty voice slot, or pick the voice with the least time remaining on its recording, and evict that one, to put a new sound in the pool. I found the wave effect became much less annoying on the machine gun turrets.

Changed the audio manager such that it no longer plays sounds in "waves". Previously, the sound manager would manage voices on a pure round robin basis. The determinism of round robin-ing on a fixed set of voices would cause a period effect on the voices, and would make the sounds essentially play in waves. Now, the we either pick an empty voice slot, _or_ pick the voice with the least time remaining on its recording, and evict that one, to put a new sound in the pool. I found the wave effect became much less annoying on the machine gun turrets.
ian merged commit 990a1376a4 into main 2026-08-21 20:20:59 -07:00
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Also tuned some numbers on the machine gun - it fires 5 tracers per attack, timed with the sound, but the attack is only one event. It also does more damage. There's downtime between attacks, too, to better sell the "burst of fire" effect.

Also tuned some numbers on the machine gun - it fires 5 tracers per attack, timed with the sound, but the attack is only one event. It also does more damage. There's downtime between attacks, too, to better sell the "burst of fire" effect.
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yeahweregames/UnityTowerDefense!17
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