Sound channel stacking option?
Moderator: Graf Zahl
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Sound channel stacking option?
Ok, Let me start by clarifying this and what it's about as best as I can. When you have a high rate of fire weapon or a monster that rapidly plays a sound it cancels out the sound it makes when playing the same sound again. But in some console Dooms (Like the playstation version) The sounds stack in the channels instead of canceling and starting over again when played again before being completed. And that can make for a smoother sounding fire for weapons and so forth. An option for that as far as I'm aware shouldn't be too hard of a thing to code. Though I can understand if it's not possible.
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