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Hi all,

We are finding that adding event parameter effects such as low/highpass filters, 3d pan level etc. changing by distance is eating our fmod memory allocation ingame big time. Obviously its best practice to do as much as you can to the wav to save processing in realtime for when you really need to use it but I feel that you should be able to get away with a fair few effects here and there at least!

If anyone could give me an idea of how many effects they have running on events ingame on current projects that would be great….

cheers!

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Volume, 3D pan, 3D spread, and many other DSPs are basically free, since a good chunk of them only control attenuation and panning. Filtering will result in you incurring some load, but it shouldn’t be drastic unless you’re applying it individually to every single voice. The "simple" filters are good for heavier use. You can get away with event more if you use the Occlusion effect though, since FMOD loads and applies it to a 3D voice regardless if you intend on using it or not, so it’s also basically free. I use Volume, 3D pan, Occlusion, and Reverb Mix on the majority of my events, and I don’t see unruly resource usage.

Have your checked the Designer manual? There’s a good reference chart to breaks down the memory footprint and CPU usage of each DSP.

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Thanks for pointing out the occlusion thing…. our coders are adding it now :)
Yeah I use the fmod manual dsp useage section a fair bit just to check im not using a resource hogging effect too much!

I still think we are allocating too much memory for each dsp effect though from what you describe and looking in the fmod manual. Removing a load of 3d pan level effects on events free’d up a fair bit. which doesnt seem quite right to me.

Anyone else had similar experiences with the basic effects on events?

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