I think this is actually more to do with timing than audio.
I've made a jumping mechanism for a game that makes you move faster if you jump right when you hit the ground again. This system does not give any audible cues as to when you should jump.
When something in this system is slightly off, ie keyboard latency, jump height, gravity, etc. You can't time the jumps properly and you're left feeling that you somehow just can't do it but can't really pinpoint what the problem is exactly.
I think the same applies to many games. Especially fighting games.
With that said, I don't think writing code is about timing. I think it's nice when an editor feels very responsive, but I don't think it necessarily makes me more productive.
I've made a jumping mechanism for a game that makes you move faster if you jump right when you hit the ground again. This system does not give any audible cues as to when you should jump. When something in this system is slightly off, ie keyboard latency, jump height, gravity, etc. You can't time the jumps properly and you're left feeling that you somehow just can't do it but can't really pinpoint what the problem is exactly.
I think the same applies to many games. Especially fighting games.
With that said, I don't think writing code is about timing. I think it's nice when an editor feels very responsive, but I don't think it necessarily makes me more productive.