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per-sound limits #2105

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msx2plus opened this issue Dec 27, 2024 · 0 comments
Open

per-sound limits #2105

msx2plus opened this issue Dec 27, 2024 · 0 comments

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@msx2plus
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i find that the amplitude-based sound limiter isn't all that useful in scenarios when a sound plays many times at once (especially when playing the game at low volume) - the difference between said layered sound (enemy wakeups, many sector sounds at once, etc) is orders of magnitude and i think it might be necessary to use checks similar to what dsda-doom does, which is checking for the same sound happening within [x] tics, with the number of sound instances and the tic value being user defined.

my solution in the interim is limiting the game to 8 sound channels, but that can still get pretty loud. the random pitch function makes it slightly better as the sounds then chorus and flange against each other rather than amplifying one another explicitly, but it's not ideal for obvious reasons LOL

i understand that this feature can be very "bloaty" insofar as user option mental fatigue, but think it's pretty big for accessibility and can open the game (especially more intense user content) to more people with sensory processing issues (autism, hyperacusis, etc)

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