We are using something called Max Instance, which is pretty much what it says, and a priority system to cull sounds that are less likely to have an impact on the player's experience. The issue is that the engine can only handle a certain number of voices ('voices' is sound-guy engine speak for soundfiles played by the engine-not to be confused with VO, which are voiced recordings performed by actors) at one time before it chokes and then randomly shuts down whatever might be playing. At issue is distance. We want there to be a very long proximity range so you can hear the action both near and far, as well as all the environment you are in. This is going to take a while to balance and get right, but we are keen. Thanks for the heads up! I only just heard the sfx this morning in the daily play test and I agree that it needs to become more growl-y and with more rip. One issue with pitch shift is that it works by changing the speed of playback. A one octave shift down, for example, slows the playback down to half the original speed. This would mean the chain movement is at half speed, which might not be intense enough. Another way to do a pitch shift but maintain the absolute duration of the soundfile is to use an fft-based plug-in. It works usually but can also degrade the audio quality, once again possibly diminishing the intensity, so it will need to be tested.
Hello and welcome Ian! You are now also featured in the unofficial DevTracker! http://www.battle-brothers.net/devtrack
Once you get past the whole "Fire Warrior fresh from boot camp kills all the things" mindset, it's actually pretty fun, good cutscene quality and plenty of weapons to choose from.
Because from all of its specs...they got it right. Ever heard what a .50 cal sniper sounds like? The bolter would be even deeper then that. Most games make them sounds like toy guns