"How I Didn't Clip the Sound Effects" Redux - Handling Sounds During Rollbacks
Handling sound effects during rollbacks is a difficult problem!
Now that all the issues with sounds-during-rollbacks are resolved in Skullgirls, I'm gonna document what I did so that everyone else doesn't have to figure it out from scratch.
The title is a reference to Mauve's now-deleted article about Rollcaster, titled "How I didn't clip the sound effects" (archive.org) which is incomprehensible. I feel okay saying this because when I started working on sounds-in-rollbacks I talked to Mauve, who said, and I quote, "This is incomprehensible, why did I write it like this?" :^)
Now, I lied - handling sound effects during rollbacks is fairly simple. You just have to have someone else think about it for a long time first to come up with the simple way. :^P
Many systems in games, like well-written menus or even the characters in FPSes(!), sometimes work by keeping two states: a "desired" state, and an "actual" (or "displayed")