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Hi!

We have been trying to integrate correctly FMOD in our Unity Game, but we have discovered that everytime we fire a shot (with PlayOneShot or with CreateInstance, start, release) the memory usage growns 1 MB and the DSPJobList grows linearly.

Here I have a gif to show the behaviour:
https://gyazo.com/597d62055f4596e332eabbdc6150e8d9

We are using the last FMOD Unity version (1.07.04).

What are we doing wrong?

Thanks in advance,

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Ok, nevermind. We have sustain points on all the events. We just removed them all and everything worked like a charm 😀

Thanks,

  • Brett Paterson
    right so presumably this means the events were not stopping and were still active.
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