A system which emphasizes the sound each time it is played is used to simulate continuous hits (such as when the successive attacks are successful).
If you need to implement a combo interval and change the sound played each time the next Cue is triggered within that interval, then you can use an ADX-specific feature called "combo sequential."
Using the "combo sequential" type of Cue, a complex and typical sound behavior of fighting games can be achieved without any programming.
A combo occurs when successive attacks are successful in a fighting game. A Cue of type "Sequential" makes it possible to switch to the next Track for each playback request.
The combo sequential mode combines these two elements. It allows the creation of a Cue for which each playing request will select a new Track sequentially, as long as the request arrives within the given time interval.
For example, if a barrel was broken, you may want to use the "random with no repeat" type of Cue. However, in the random mode, the sound changes every time randomly and has less of a symbolic meaning.
(The player will feel uncomfortable if score acquisition sounds are random. They should be symbolic.)
Using the "combo sequential" type of Cue allows for a more symbolic meaning as it shows a progression.
This way, it is possible to achieve an interesting sound effect that does not tire the player due to the repetitiveness of each hit sound.
This is also effective for simple melodies.
If the sound is melodic, you can change the melody musically to reduce muddy and discordant sounds when sounds are overlapping.
If the sound is scaled (for example by increasing its pitch for each playback request), it will appear more clearly than if all hits sound the same.
When continuous combo is done, it is possible to produce such that the sound of the last track keeps ringing.