World day night map self updating

09-Oct-2015 13:36

After some experimentation I settled on using time synced 4 bullet loopable samples scheduled with the Unity audio engine ahead of time, then scheduling early stop times when the player doesn’t actually shoot all 4 bullets of the audio chunk, then injecting the tail end of a single shot or burst shot on the end of the fire clip to ensure it doesn’t stop abruptly.

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There are a few reasons for this, one is aliasing between our update rate and the gun rate of fire not matching, another is rendering framedrops causing interruptions in the Unity sound engine.I have an almost working framework for sub frame bullet events which should solve most of those issues, however actually synthesizing very fast firing bullet sounds well turned out to be not as simple as I thought.