Help creating efficient real time replicated sound

Hiya Devs.
I’m currently working on a car game called Drifter, but recently disabled sound as the sfx were very bad, didn’t replicate and seemed to have a negative effect on performance.

  • What are you attempting to achieve?

I am trying to create replicated sound that updates frequently to all clients. Including:
Engine revs
tyre squealing
any other sound design details.

  • What is the issue?
    My issue is how to efficiently achieve this.
    What is the best way to replicate sound to multiple users very quickly?

In previous experiments with sound I have either had massive spikes in performance, slight delays or sound simply not playing on other clients.

I really stuck on this and it annoys me, because I feel that it should be easier to efficiently play sound that two or more users can hear at the same time.

Advice or tutorials resources would be greatly appreciated.

1 Like

I’m no expert, but simply using sound objects as they are seems to be most efficient.

If there is any delay, it would be due to the internet connection of a client so it’s not very preventable.