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Here's the second article in the series, focusing on loading sounds in the background and how my engine uses 'lazy execution' to update parts of the game at independent frame rates.

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Raytraced Audio - Loading

Sector's Edge has hundreds of sounds - footsteps, explosions, gunfire - some of which have multiple variations to reduce repetitiveness. These sounds add up to 163mb of data and this article explains how they are loaded on background threads to reduce the game's startup time. Background Loading For each sound

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