RobustToolbox
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AudioSystem needs to handle repeated sources
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So say for example content plays 20 of the same sound in range we might just want to have an in-engine cap for these. The audio entities still exist but would essentially mute any above the cap.
You can probably just track this in a dictionary on frameupdates and call it a day unless real engines do something fancier. Ideally you would probably also block the sources being made in OpenAL and then swap them out as relevant which would also avoid us hitting soundcap from shit like lights turning on.