Hello all. I am creating a tower defense game where, in certain cases, a single sound plays a large number of times at once (for instance, when 30 towers of the same type shoot at once). When this happens, the sounds are (of course) very loud and often cut off, and prevent other sounds from playing, I’m guessing as a result of some limitation on the number of sounds that can happen at once, overloading some buffer, etc.
I could create a system to track the number of times I play a specific sound, and limit it. But I’m wondering if there’s something in the Low Level API that I’m missing - some feature that would do this for me that I’m just not seeing when reading the documentation. I play everything using FMOD_System_PlaySound in the C API, have max channels set to 1024, and Software Channels set to 128.
Apologies for the fairly basic question, and thanks for any pointers or help anyone can provide.
Svern