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Hi,

I’m working on a 12-player multiplayer game in Unreal which is quite frantic and there’s currently a lot of voices being triggered in the game. I’m struggling to calibrate the max instances / stealing methods to avoid sounds cutting out and interrupting each other in a bad way. At the moment when everyone is firing their weapons it causes choppy sound and does not prioritise things well.

I notice in the Unreal Project Settings there is a “Real Channel Count” which appears to default to 64. Is it advisable to try and keep this at 64, or would a higher value likely be acceptable for a multiplayer game? I’m just kind of guessing at the moment, so it would be good if anyone could advise some general ‘best practices’ in this area.

Thanks in advance,

Jacob

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The recommended voice counts for a number of platforms can be found here: https://fmod.com/resources/documentation-api?page=content/generated/platform_allpublic/performance_reference.html#/
These values are recommendations only; if your target platforms can handle larger channel counts, and you are willing to accept the increased resource requirements that result, you’re free to set your game’s channel count higher.

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