In my humble experience what solved (considering the engine), I've a singleton for the audio, I call from this to request any SFX, it will make all the spawning of the objects that I need for the audio, clean up and such. Additionally, it allows me to add some variation on the sound (pitch, tempo, speed, volume...), so I can be as precise I need for some SFX, while leave randomness for others.
this post was submitted on 19 Aug 2026
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Gamedev
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I asked some question in Mastodon and someone suggested using event instead of direct audio calls so I think I will go with that!
Don't forget to tag them all somehow so that you can offer volume adjustments.