I’m working on a 12-player multiplayer game in Unreal which is quite frantic and there’s currently a lot of voices being triggered in the game. I’m struggling to calibrate the max instances / stealing methods to avoid sounds cutting out and interrupting each other in a bad way. At the moment when everyone is firing their weapons it causes choppy sound and does not prioritise things well.
I notice in the Unreal Project Settings there is a “Real Channel Count” which appears to default to 64. Is it advisable to try and keep this at 64, or would a higher value likely be acceptable for a multiplayer game? I’m just kind of guessing at the moment, so it would be good if anyone could advise some general ‘best practices’ in this area.
Thanks in advance,