Hello everybody, this being my first post around these places.
My question is simple:
Am I suppost to load [b:w4iy9jrw]all[/b:w4iy9jrw] my FMOD::Sound (such as gun shots) before I load the level on my game, or as you play the level?
This is about memory usage. Am I suppost to check if I get near the memory peak, and load/unload the FMOD::Sound(s) I have? Sory, but I am very lost in this domain…
Also, the tutorial says "A sound by default will try to decompress the whole sound into memory". Which memory is that? System’s RAM, or sound card’s own memory?
Thanks in advance!
- raicuandi asked 10 years ago
Strategies for memory management are often quite application specific. For game-like apps, a common pattern is: keep a small group of universal sounds in memory at all times, load and unload other contextual sounds (bosses, UI, minigames, whatevs) as needed, and stream a small set of latency tolerant sounds (music, backgrounds, etc). The FMOD Event API gives you some higher level tools for managing audio data, but you can come up with your own system if you want/need to use the lower level API.
The FMOD docs generally refer to system memory. I’m not positive, but I think that sound card memory is considered an implementation detail that FMOD manages for you.
- audiodev answered 10 years ago
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