# FMOD Unity Memory leaks?

**URL:** <https://qa.fmod.com/t/fmod-unity-memory-leaks/12202>\
**Category:** Unity\
**Created:** [December 16, 2015, 9:53am UTC](https://qa.fmod.com/t/fmod-unity-memory-leaks/12202 "2015-12-16T09:53:16Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![ulisesyo](https://avatars.discourse-cdn.com/v4/letter/u/e99b99/32.png) [@ulisesyo](https://qa.fmod.com/u/ulisesyo)\
**Post date:** [December 16, 2015, 9:53am UTC](https://qa.fmod.com/t/fmod-unity-memory-leaks/12202/1 "2015-12-16T09:53:16Z")

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Hi!

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:  
[https://gyazo.com/597d62055f4596e332eabbdc6150e8d9](https://gyazo.com/597d62055f4596e332eabbdc6150e8d9)

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

What are we doing wrong?

Thanks in advance,

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**Author:** ![ulisesyo](https://avatars.discourse-cdn.com/v4/letter/u/e99b99/32.png) [@ulisesyo](https://qa.fmod.com/u/ulisesyo)\
**Post date:** [December 16, 2015, 11:52am UTC](https://qa.fmod.com/t/fmod-unity-memory-leaks/12202/2 "2015-12-16T11:52:23Z")

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

Thanks,

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**Author:** ![brett](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/brett/32/261_2.png) [@brett](https://qa.fmod.com/u/brett)\
**Post date:** [December 17, 2015, 12:03pm UTC](https://qa.fmod.com/t/fmod-unity-memory-leaks/12202/3 "2015-12-17T12:03:33Z")

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> [@](#):
>
> Ok, nevermind. We have sustain points on all the events. We just removed them all and everything worked like a charm 😃
> 
> Thanks,

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