Talos docs

audio-loops-stacked

Since 0.6

three or more loops of one sound play at once with none placed in the world (ctx.audio.play(asset, { loop: true }) without at, or looping non-spatial audio components), so they add up in the centre to one sound up to 20·log10(n) dB louder that masks the rest of the mix: usually one loop per entity, such as every car's engine; said once per asset, against the behaviour (or the audio component's entity) that started the third

Plain text
Severitywarning

Meaning

three or more loops of one sound play at once with none placed in the world (ctx.audio.play(asset, { loop: true }) without at, or looping non-spatial audio components), so they add up in the centre to one sound up to 20·log10(n) dB louder that masks the rest of the mix: usually one loop per entity, such as every car's engine; said once per asset, against the behaviour (or the audio component's entity) that started the third

Fix

keep one centred loop (the player's) and play the others with at: ctx.entity so distance quietens and pans them, or stop the extras; GET /feel?section=audio lists them under stacked