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Hi,

We’ve just moved from 4.10 to 4.12 and we ran into a problem with FMOD’s memory usage. With 4.10, the memory used by FMOD was below 32MB, but now it’s up to ~90MB with the same sound content.

We made some test where the system used ~50MB memory to play ~1MB content (a few oneshot event and 1-2 looping event). We suppose, it isn’t normal.

The question is: what can cause such high memory usage? Is it a problem with FMOD, or is it a bug in our system?

Thanks
Kovee

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We just moved from 4.10.01 to 4.12.04 and we got improved memory usage so what you say seems a bit weird. The reason why our situation has improved is becuase the internal memorymanagement in FMOD uses a smaller blocksize for each alloc which reduces the cost for fragmentation. Worth mentioning is that we let FMOD do the memoryhandling by using the memory-pool feature.

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sounds like you have a wavebank set to decompress into memory instead of load into memory/stream from disk

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