If we create sounds in the sound designer with multiple layers, they play perfectly in-game. Wonderful. However, once we start adding (even 1) effect to a layer. The first playback in game is fine, and then they get successively worse, until FMOD is using 40%+ of the CPU (almost as if the effects are stacking continuously).
I was thinking that I needed to explicitly call Event::release to release all the effects, but this was removed as of the last release. The event player program that comes with the sound designer plays these sounds perfectly, but I don’t know if it is closing each event at the end of play before the next one again (which would simulate the first playback sounding correctly each time). I’m sure that I’m just missing a step somewhere. Any advice is appreciated.
- jeffm asked 11 years ago
[quote="brett":2cbp1jn2]allocation is now done at getGroup time[/quote:2cbp1jn2]
How much memory does a group take? I’m sure this is relative to how many events are inside it, but the question I should probably be, “if I have a group with 50 events, all of which are ~20K. Does it load all of them (1 MB) into memory, or just the the ‘headers’ of the events?”
Perhaps I’m going about using an FSB file incorrectly (for memory usage purposes). I call getGroup at load time and get indexes to each of the events I want, then just call them as I need them, expecting FMOD to take care of unloading events that aren’t needed any more. However, by the end of the project, groups are going to be quite large, and I wouldn’t want getGroup allocating 20 MB or more.
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