If you can't shorten sound or shorten it enough, you could time bullets fired st another can't fire until a set time has elapsed or get a recording of many shots firing.
That's what I was hoping the first line would do . . .
IF _KEYDOWN(32) AND keydelay = 0 AND readyforsound = 1 THEN
. . . prevent firing until readyforsound is true (which is only supposed to be triggered when the sound has finished playing).
But that doesn't seem to be the case for some reason.
Am I understanding correctly that _SNDLIMIT has a countdown timer in the background? That's what the Wiki made it sound like.
Regardless of the code I posted, is there a better way of syncing sound with on-screen action?