I have a game with a bunch of characters shooting bullets. Every time the characters shoot I am trying to play a sound.
The reason I'm trying to use SW3 is because there is a 32 instance limit on Soundchannel, so I'm thinking to mix them with StandingWave would be a good idea.
The problem is that I'm confused how to do this. According to the documentation you can set up tracks in a ListPerformance, but the problem is that I just want to do a "play" in real time not set up a chord or anything like that.
I tried creating new SoundSources and playing them on a static AudioPlayer, but apparently the .play() can only play one at a time.
I have a game with a bunch of characters shooting bullets. Every time the characters shoot I am trying to play a sound.
The reason I'm trying to use SW3 is because there is a 32 instance limit on Soundchannel, so I'm thinking to mix them with StandingWave would be a good idea.
The problem is that I'm confused how to do this. According to the documentation you can set up tracks in a ListPerformance, but the problem is that I just want to do a "play" in real time not set up a chord or anything like that.
I tried creating new SoundSources and playing them on a static AudioPlayer, but apparently the .play() can only play one at a time.
Thanks!