Playing the same event in quick succession

HI,

I need some advice on how to handle playing an event in quick succession.
I’m building a card game and for events like drawing multiple cards, where the same event is played shortly after another, I can’t figure out a way to make it sound good.
The sound just keeps stacking on top of each other and it just gets louder, but you can’t really distinguish the individual clips anymore.

I tried stopping the previous sound with an AHDSR fadeout but it still doesn’t sound as I want it to. Adding a min delay or limiting the max allowed instances also doesn’t work because then the played sound doesn’t match the visuals anymore.
The only thing that kinda works is changing the audio clip to something that doesn’t include “sharp” (if that’s the right word) noises, which makes it sound ok-ish when played together but not on its own.

How can I solve this, what are best practices here?

If I understand correctly, you’ve discovered that what you previously intended to do sounds bad, so you’re planning to replace it with something else, but you haven’t yet decided what.

We can’t tell you what changes to make to your game’s sound, because that’s not an FMOD question, it’s a sound design question. Even if we knew what kind of game you’re working on and all of its unique requirements, we still couldn’t tell you the best practice because there is no one best practice; only countless different creative possibilities. Only you can decide what’s right for your game.

If, once you have decided what to do, you’re not sure how to achieve it through FMOD, please let us know. We’ll be glad to help.