FMOD events stuttering and layers getting offsync

Hi, in my project I’ve noticed that a lot of sounds that I’m expecting to play are either cut off or they won’t play. This is when there’s quite a bit of going on, music, ambiance and a bunch of SFX played around.

What happens sometimes is that some of these sounds are not played, and then later (even minutes), the sound will finally play.

I’ve struggled to figure out if this is a CPU or memory issue, both seem to raise quite high in these scenarios on get “capped” at some high value and won’t increase from that.

I’ve now enabled the error logging and I’m getting some of these:

Are some of the settings too strict and some events are not able to play, causing them to somehow get queued up?

Here’s a snapshot from profiler I took during this moment.

The CPU is going at around 5.5%, memory at ~325KB, voices total at ~37 and instances can be seen there.

I’ve created some instances in advance so that’s why there’s so many lingering around but I’ve had previously and this bad of stuttering has not occurred before.

Increasing the Real Channels from 32 → 64 seems to have fixed most of these issues.

What I still don’t understand completely is why some sounds play after like 30 seconds they should’ve played?

EDIT:
The 64 channels reflected in build only after I added Windows platform specifically, having the Default platform at 64 didn’t work. Guessing it’s the same issue as here: Real Voice Channels always limited at 32.

Happy to hear that increasing the channel count has fixed most of the issues.

What versions of FMOD Studio and FMOD for Unity are you using? In 2.02 versions of FMOD, there’s a bug where voices that go virtual and the become real again can become desynced. This is particularly noticeable when playing long assets (such as music tracks) in parallel, and blending between them using a parameter to automate their volumes. This behavior was fixed in 2.03, so I’d recommend updating to 2.03 if you’re experiencing this issue.