Tier 3
Series 206
206D: The Randomizer
"A machine gun firing the exact same ".wav" file 10 times a second creates a "Phasing" artifact (Machine Gun Effect). It sounds fake. A Pilot randomizes Pitch and Volume slightly for every shot."
The Concept: Variance
Organic sounds are never identical.
* **Pitch Variance:** `0.9` to `1.1` makes the gun sound like it's heating up.
* **Clip Arrays:** Rotating between `Shot_01`, `Shot_02`, and `Shot_03`.
* **Pitch Variance:** `0.9` to `1.1` makes the gun sound like it's heating up.
* **Clip Arrays:** Rotating between `Shot_01`, `Shot_02`, and `Shot_03`.
Red Flag Detected
The AI Trap: "The Robot Repeater"
You ask the AI: "Play the footstep sound."
// AI-Generated Code: Monotone
void Step() {
// Audit Fail: Playing the exact same sample repeatedly drives players crazy.
source.PlayOneShot(stepClip);
}
This is "Auditory Fatigue." The brain instantly recognizes the pattern and labels it as "Fake."
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Pilot's Correction
Corrective Protocol
// Corrected: Organic Feel source.pitch = Random.Range(0.9f, 1.1f); source.volume = Random.Range(0.8f, 1.0f); source.PlayOneShot(clips[Random.Range(0, clips.Length)]);
Your Pilot Command
> A skilled Pilot directs the AI to Modulate. You command: "Randomize the AudioSource.pitch between 0.9 and 1.1 before playing."