That’s the memory for that instance of the Event. Usually it’s not much, but if you have a lot of FX, esp DSP’s like Echo, it can be a fair bit of memory. You’ll notice that once you have MaxPlaybacks worth of that Event going that the memory doesn’t go up anymore.
You can also have FMOD allocate the worst case memory (i.e. per-instance memory * max playbacks) up front by calling loadEventData. It’s often a good idea to always run at your worst case as it avoids bugs like "once in a very great while in an impossible to repro fashion, we run out of sound memory".
One "pro tip" for decreasing event memory is to make sure you don’t have any Pitch of Volume FX that are straight lines. You can get the same effect with less memory by using the built in volume and pitch controls.
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