Tier 3 Series 206

206E: The Audio Pool

Pilot Record
Student Profile
"`PlayClipAtPoint` is a trap. It spawns a new GameObject named "One Shot Audio," plays the sound, and then destroys it. Doing this 50 times a second creates massive Garbage Collection spikes. A Pilot uses an Audio Pool."

The Concept: Voice Pooling

A limited number of "Mouths" (AudioSources) shared by the game.

* **Request:** "I need a speaker."
* **Play:** "Here is a free one."
* **Return:** "Done playing, ready for next sound."
* **Limit:** Prevents playing 1,000 sounds at once (which distorts).
Red Flag Detected

The AI Trap: "The Instant Spawner"

You ask the AI: "Play a sound at the bullet hit location."

// AI-Generated Code: GC Spike
void OnCollisionEnter(Collision c) {
    // Audit Fail: Creates and Destroys a GameObject every frame.
    AudioSource.PlayClipAtPoint(hitSound, c.point);
}

This is "Memory Thrashing." It triggers the Garbage Collector during intense combat, causing frame drops.

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: Recycled Resources
AudioSource s = AudioPool.Get();
s.transform.position = c.point;
s.PlayOneShot(hitSound);
Your Pilot Command
> A skilled Pilot directs the AI to use a Pool. You command: "Request an inactive AudioSource from the AudioManager pool, move it to the location, play, and return it."
Next Mission
The Snapshot