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#Actualbrokilodeluxe

Posted 15 March 2013 - 02:24 AM

I have a little top down fighter game I've been working on that uses unreliable sequenced UDP-packet networking.

 

I've just started to add sound effects. Some sound effects are dependant on certain hit collisions happening (fighter hits a wizard with his sword *CLANK*). I don't have hit collisions taking place client side for cheating/performance reasons, so I have to send the sound effects somehow. My level class has a sound list that certain entities within the level populate. The level plays each sound and then removes it from the list. The server sends it's level's sound list in every packet, and the client takes those sounds and populate's its level's sound list, which are then played and removed. The problem is, with packet loss, a lot of sounds never get played.

Any suggestions on how to approach this?


#1brokilodeluxe

Posted 15 March 2013 - 02:23 AM

I have a little top down fighter game I've been working on.

 

I've just started to add sound effects. Some sound effects are dependant on certain hit collisions happening (fighter hits a wizard with his sword *CLANK*). I don't have hit collisions taking place client side for cheating/performance reasons, so I have to send the sound effects somehow. My level class has a sound list that certain entities within the level populate. The level plays each sound and then removes it from the list. The server sends it's level's sound list in every packet, and the client takes those sounds and populate's its level's sound list, which are then played and removed. The problem is, with packet loss, a lot of sounds never get played.

Any suggestions on how to approach this?


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