In a test map, we have 95 torchs, which are associated with an event instance of the same event, which are all started at the beginning (and loop indefinitely).
It’s a simple 11 sec mono loop, spatialized. I removed the streaming, because I guess streaming 95 instances of the same event at the same time sounds like a bad idea.
In the profiler, I see weird numbers:
- “All instances” is < than what it should be
- “Playing” instances is < than “All instances”
- “Active” instances is < than “All instances” (this is in line with the virtualization I configured on this event)
- “All” and “Playing” seem to change if I set the event priority differently
I’d like to know what should be looked as bugs in our game (maybe point 1. - we’re using API in MOAI engine), and what is FMOD normal behavior (maybe point 2.). It’s a simple event, I would be a bit surprised if FMOD should kill some instances of it (since I’m testing the game on a decent PC).