I was trying to figure out how FMOD Studio performs event management for you for ‘fire and forget’ sounds? We’re creating an event instance by retrieving the event description from FMOD::Studio::System.getEvent and then calling EventDescription.createInstance() to create an instance. We then call start on the instance. We were assuming that FMod would then auto-release the sound when it has stopped playing or perhaps calling release would give ownership back to the FMOD system. However, release actually stops the sound and doing nothing just starts accumulating memory. Do we need to manually manage these event instances ourselves and call release when the sound has stopped playing? Note, this is with the new (alpha?) API. It seems the old way using EventGroup::freeEventData has been removed.


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