If FMOD seems to be using ever-increasing amounts of memory as a game runs, it is very likely due to loaded event data not being never being released.
1. Call EventGroup::freeEventData to release wavedata.
It is important to make this call for all events, including those that have streaming content.
More information about EventGroup::freeEventData can be found in the ‘EventGroup::freeEventData’ section of the FMOD Programmer’s API Documentation.
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