How to make gun sounds not repeat in full auto: variations and pitch
Short answer
Use at least 3 recorded or synthesised variations of each shot, never play the same one twice in a row, and add a small random pitch change (about ±5%) and volume change (about ±1.5 dB) per shot. Add a separate tail (indoor or outdoor) at the end of a burst instead of on every shot.
- Export 3+ variations per weapon (rifle_1, rifle_2, rifle_3).
- Pick a random variation that is not the last one played.
- Randomise pitch slightly per shot; keep it subtle or guns sound broken.
- Play a reverb tail when the trigger is released, matched to the space (indoor or outdoor).
- Keep peaks below 0 dBFS (for example -1 dBFS) so overlapping shots do not clip.
Copy-paste code
Godot 4: an AudioStreamRandomizer does all of it
var shots := AudioStreamRandomizer.new()
shots.playback_mode = AudioStreamRandomizer.PLAYBACK_RANDOM_NO_REPEATS
shots.random_pitch = 1.05 # up to about 5% higher or lower
shots.random_volume_offset_db = 1.5
for i in 3:
shots.add_stream(i, load("res://sfx/rifle_%d.ogg" % (i + 1)))
$Rifle/AudioStreamPlayer3D.stream = shots
# on each shot:
$Rifle/AudioStreamPlayer3D.play()Good to know
Unity: keep an AudioClip[] of variations, pick an index different from the last, set audioSource.pitch = Random.Range(0.95f, 1.05f) and call PlayOneShot(clip).
Roblox: keep the variations as Sound objects, set PlaybackSpeed to a value between 0.95 and 1.05 before :Play(), and clone the Sound for overlapping shots.
Recoilwren Weapon & Impact SFX: Guns, impacts and explosions that hit hard
from $8Recoilwren has every firearm in 3 variations plus indoor and suppressed tails, at -1 dBFS peak, in WAV and OGG with Godot, Unity and Roblox helpers, for $8.
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How many variations are enough?
Three is the usual minimum for automatic weapons; more helps for the weapon the player hears most.
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