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SFX that consist of the same SFX being played in rapid succession seem to have less release than before, causing them to overlap a bit more. Rock Slide is a good example of this, but there are many others.
TODO: List other examples and record example comparisons
The text was updated successfully, but these errors were encountered:
I do think there's something wrong with the sound engine. A Pokemon's cry in the status screen isn't always going to have consistent volume (Voltorb is a good example of this). Not clear what's causing the issue.
SFX that consist of the same SFX being played in rapid succession seem to have less release than before, causing them to overlap a bit more. Rock Slide is a good example of this, but there are many others.
TODO: List other examples and record example comparisons
The text was updated successfully, but these errors were encountered: