Hi FMOD Team!
I’m starting to seriously try understanding the profiling system and ensure we’re preserving proper performances in our game.
I realized this morning that I had a bunch of events that are triggering a huge amount of simultaneous active voices. I’m not sure I understand the reason.
I have an event with a couple of sounds over several tracks simulating insects around the player. It looks like this:
This event is configured like this:
And I made an empty map in UE5 with the sound in the middle of the area. I’m placing myself as the player far outside the max distance radius.
The thing is, I still see the active voice popping up everytime the loop restarts. Like this, with a single sound, it’s not really critical. But now imagine this event used in a huge map where you can have 90 or more blueprints containing it. The number of virtual voices is around 200 and the spike for the active voices gets to around 45 / 60 just for this particular event.
The initial setup was with a max distance of 40, so I tweaked it to 10 thinking it would reduce the amount of active voices… but it still happens.
So there are two possibilities:
- I’m either vastly misunderstanding the concept of voices or the way to read it
- I made a mistake on the configuration of the event to avoid that phenomenon
The next question is: let’s say it’s normal. What’s the cost of that? Should I be afraid of a behavior like this if the voices are indeed properly virtualized?
Thank you in advance!