Overriding audio priority with PlayOneShot()?
I've been having an issue in a certain area where a series of sound effects called as OneShots from the same audiosource reach the project's voice limit and cease to be audible—is there a way to set things such that the most recently played clip is always given priority and the clip called earliest is the one that gets its sound cut?
I came up with a workaround solution where each sound is given its own audiosource equipped with a script that causes its priority to start at max and then gradually fall, but this entails making a new gameobject for each iteration of the sound effect which seems unideal for memory usage. Does anyone know of a way to get this same sort of priority-rolloff effect while still using OneShots?
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