Handling Method for 64 Torch Loop Sounds

This is a very basic question.

There are loop sounds assigned to torches, and there are 64 torches surrounding a bonfire. Although the max instances of the torch sounds are set to 1, resulting in only 1 active instance, there are 64 playing instances, which exceed the Real Channel Count, displaying the aforementioned warning.

Do I need to create individual collision zones for each loop sound object? How should I resolve this? Any tips would be appreciated.

Hi, thank you for sharing the information.

It sounds like you are on the right track with setting the max instances to 1 for your torch sounds. Could I please get you to confirm that the Stealing field of the event has been set to Virtualize?

Otherwise, could I get a screenshot of how you set up your event in the studio and the version number of your Unreal FMOD integration?

Oops… I need to study more.

Does the “Real Channel Count” in the fmod plug-in setting mean “Active Voices?” I thought it was related to “Active Instance” so far, but after testing, it seems to be related to voice. That is, when the number of voices exceeds 64, a channel stolen error appears. Is that right?

Yes, the Real Channel Count does indeed refer to Active Voices, not instances.

That’s correct. The Real Channel Count determines the maximum number of real (active) voices that can play simultaneously in your project. When the number of voices exceeds this limit, FMOD start stealing channels based on each sound’s priority and audibility, which is why you see Channel Stolen warnings when the limit is exceeded.

I was so stupid. Thank you T_T

Don’t worry at all! Some concepts can be a bit tricky to wrap your head around at first, and it’s great that you’re asking questions! :smiley: Feel free to reach out anytime you have more questions—we’re here to help, and there are no “stupid” questions. Your question makes us better, and we’re always happy to guide you through them.