#any way to make sfx/audio emitters use less net while still playing to everyone?
1 messages · Page 1 of 1 (latest)
If your main concern is NET, don’t use Play audio at position, that uses an unnecessary amount of NET, use an audio gadget, or send an event to all to play the audio at pos locally
The audio in question needs to be 3d, it’s gunshots
For whatever reason gunshot sounds use fart loads of net but yeah
Coming back to this, can you please give some more details?
I have no idea what an audio gadget is, and the other solution seems to use even more net
Audio player, gadget, component, I forget the name
Look in the CV2 components page
I’m using that, and it maxes out net with this gun’s fire rate
If one gun does this, then multiple of any firing will not do well at all
Net is always the main issue, you need to find the balance with using NET, you can’t have a gun that fires more than 3 projectiles per second if your room supports 40 players
Also NET usage is local
so if my NET is at 40%, and you’re doing nothing, yours is at 0%
Room will support around 10 players, but the gun does fire roughly 14 rounds per second
I think for this one in particular I’ll loop a sound while it’s firing
If net is local then the others should be okay
Just lower the fire rate 
Like 8 projectiles per second should be fine
Titanfall accuracy :(
Rec room isn’t good enough to mimic other games
It’s handling things so far
I switched to looping a longer firing sound with this gun and now it averages 20% net
This is the fastest one