I have a large number (>100) of small audio clips (sfx/voice) in my project. My original thought was that I could have one audio device per group of audio clips and dynamically play different clips on the same audio player device using verse. However, the verse API doesn’t have the ability to change out the ‘Audio’ clip property in the Audio Player device. Is the only current approach to drop an Audio Player for every single clip into my level? That obviously isn’t optimal, but if it is the only approach, I will pursue it.
I genuinely don’t know if this would work better or worse, but if they’re sequential, could you queue them each up in a cinematic sequence, and then just pause and play at the appropriate times? At least it would let you group them, but I’m not sure if the memory impact would benefit you or not.
@Jimmymoog – Thanks for replying! In my case, most are not sequential. Thanks for mentioning the cinematic device, however, as I will keep that in mind for scenarios going forward where it may help.
After doing some more digging, it seems that dropping in an audio device for each sound clip is the way it should be done. While this is more work on the front side of things, my guess is that the audio devices are lightweight in the grand scheme of things, and they fit nicely in the framework that allows the engine to properly memory-manage the data.