Tier 3
Series 206
206E: The Audio Pool
"`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).
* **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."