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At the moment our game preloads all sounds.

At some point while playing the game FMOD runs out of memory (I get an out of memory error). This has only happened a couple of times and i’m still trying to get a repro with a stack trace.

Does FMOD use the heap after .fev/.fsb are loaded? If so how can I estimate how much to have free for FMOD?

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Yes. I am doing this.

My question is does FMOD do heap allocations apart from when loading data from .fev or .fsb?

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Hello?

This is a simple question.

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Is there a way to get the primary parameter in code?

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FMOD makes very minimal use of the heap after fev/fsb data is fully loaded (i.e. cacheevents = true and all fsb’s loaded). If anything, it’ll just be a few allocs to do with ChannelGroup management, the number of of which is not related to how many events/eventgroups you have loaded.

FMOD running out of memory [b:1ye4637c]after[/b:1ye4637c] all your fev/fsb data is loaded sounds like a bug somewhere. A stack trace would be great if you could provide one. Failing that, monitoring Memory_GetStats is a good way to see if there are unexpected allocs occurring. Using Memory_Initialize to override FMOD’s memory functions provides a useful hook so that you can trap failed allocs, complain when an unexpected alloc is made, trace what’s being alloced when etc. Also, providing FMOD with a tiny memory pool using Memory_Initialize may help you to reproduce the issue quicker.

Currently there’s no way to get the primary parameter in code – I’ll make EventI::getParameterByIndex(-1, &blah) return the primary parameter for the next version.

Cheers,

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haha. thought i started a new thread on that one.

thx for the info.

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