FMOD Unity Memory leaks?

(Ulises) #1


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,

(Ulises) #2

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


(Brett Paterson) #3

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