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Hi,

After a long playthrough of our game on the PC, we seem to be getting periodic spikes from sound effect playback. If I can trust the page fault delta count in Windows Task Manager, we are page faulting after every certain number of calls to Event::start().

For the kinds of events that seem to be causing the spikes (footstep sounds), we don’t toss them out by freeing the event data — we keep this sort of data in memory.

Is there some FMOD specific memory management routines that might be causing Windows to toss out pages so periodically? Oh yea, we are not using a custom memory allocator for FMOD.

Thanks!

Salil Apte
Lead Game Engineer
Super-Ego Games

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No, I assume you’re letting fmod use the windows malloc/free then, if you pass a pre-alloced block of memory to fmod you wont get any operating system issues.

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But even if we allocate a large block of memory and give it to FMOD, the OS is still free to page data in and out of memory right?

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Maybe not, if all the memory is located in one or 2 pages. With standard malloc it could be from anywhere. Anyway, i’m starting to struggle to work out if this is actually something you want us to look at, we’re at the operating system’s mercy if you think this is happening because of fmod.

Is the machine running extremely low on memory or something?

Actually event start doesnt even allocate memory, maybe getEvent does if you are not using loadEventData properly, are you sure it isn’t just a coincidence or maybe you are not debugging this properly?

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