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What problem does this solve or what need does it fill?
For better performance I try to limit amount of audio sources and spawn a few audio sinks at startup once. I've implement a queue for sounds that need to be played with priority and it checks if there's available audio sink. The problem is that I sill need to spawn/despawn entity with audio bundle for each sound.
What solution would you like?
I need an ability to reuse an existing AudioSink for playing new sounds without recreating it.
What alternative(s) have you considered?
None
Additional context
In my case I play a lot of footsteps sounds for player and enemies, when there are more than 200 enemies it may affect the performance. Plus gunshots and other audio effects.
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