FMOD Unity Memory leaks?


We have been trying to integrate correctly FMOD in our Unity Game, but we have discovered that everytime we fire a shot (with PlayOneShot or with CreateInstance, start, release) the memory usage growns 1 MB and the DSPJobList grows linearly.

Here I have a gif to show the behaviour:

We are using the last FMOD Unity version (1.07.04).

What are we doing wrong?

Thanks in advance,

Ok, nevermind. We have sustain points on all the events. We just removed them all and everything worked like a charm :smiley:


right so presumably this means the events were not stopping and were still active.