Fippy Darkpaw:I have have 50+ combat units vying for sound effects in my game, and no performance issues. I am doing "limit instances: 3" and "fail to play" for weapon sounds. Maybe try that instead?
I have 100's of enemies and 1,000's of bullets, each causing a sound effect. I do not like the "fail to play" because in shooter games, generally the sound is expected to restart. Think of any shooter game's player's weapon. Or think of the tinging sound Contra and Super-C would make when you'd hit an enemy. A sound was played every time, just restarted. It creates an intense effect that you lose with "fail to play". I did try it, though, so thank you.
I think my problem is calling PlayCue way too much. We are going to test this out today and post back the results! :)
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Matthew Doucette /
Xona Gamesmy 2D shooter Xbox 360 game:
Duality: ZF