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Neon Cue v1.6.0 — New sound engine
Sounds no longer cut out or play unevenly.
The old player could only play one sound at a time: each hit cut off the previous one, and most hits on a break were silently skipped. On a simulated break plus three shots it played only 35 of 69 hits.
The new built-in audio mixer:
- Plays every hit on its own voice. Dozens of clicks overlap naturally on the break: 69 of 69 played, 0 dropped, up to 28 at once.
- Volume follows impact speed: soft taps are quiet and hard hits are loud.
- Stereo panning follows where the ball is on the table.
- Slight pitch variation on each hit, so repeats don't sound robotic.
- Rolling rumble that rises and falls with the speed of the balls.
- Constant, low latency (about 46 ms), with a soft limiter instead of distortion.
CI now renders a break offline and fails if any sound is dropped or clipped.
Download: NeonCue-win-x64.zip. Unzip it and run NeonCue.exe.