Well, i do see the reason. You don’t want people cranking the volume up and their sound sounding distorted because they don’t understand clipping.
But…
I think this should be something the user has control over. Example:
- An explosion
In real life, and explosion will clip-out the diaphram of any microphone you set to record it unless it is really far away. When my player fires a missile point-blank into a wall, clipping is perfectly acceptable.
So I can either have a sound that has the clipping built in to it, and then when the explosion is far away it sounds clipped, or have it actually have a high volume and do the clipping on the soundcard!
I have checked, removing the clamp statements from playcanvas and setting volumes larger than 1 works just fine.