We are integrating fmod in our game engine for ps3/wii/xbox/pc. It works great so far.
My Question is, is it better to cache the fmod-objects that we use, like EventProject, EventCategory, EventGroup or is it fast enough, to just get the object by name each time I want to change i.e. the
volume for that group. Or should we cache the EventGroup-Pointer on our side.
We are already caching the events we use.
I know thats quite a general Question, probably hard to answer without knowing more.
However, if anybody came to this point too, please share your experience.
Thanks in advance
- ike asked 8 years ago
Since you’re already caching the events you use, no data needs to be loaded or allocated when you get EventProject, EventCategory or EventGroup handles. All that will happen is that the name will be parsed and the hierarchy will be traversed to find the object you requested. The time to do this is dependent on the size of your hierarchy, but it’s probably acceptable if you’re not doing it too often.
Probably the best option is for you to measure the average time these calls take with your data. Then you can decide if that time is acceptable.
- Guest answered 8 years ago
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