We’re running into some issues in our project where certain sounds are being muted, probably due to playing too many sounds. We’re currently working on Windows and using FMOD 1.10.02.
FMOD Studio is being initialized using FMOD_INIT_VOL0_BECOMES_VIRTUAL and setting settings.vol0virtualvol = .001f as we saw somewhere in the documentation. The game has some torch fires scattered throughout the dungeon and they’re all created and start playing at the creation of the level. The volume is controlled on FMOD Studio by sending a parameter that specifies the distance to the camera (so there’s never any volume control in code).
I created a very small snippet of code that replicates this issue: if I create ~32 torches, set their parameter to a distance where the sound should be completely silent and then try to play some other SFX sound, the SFX sound just won’t play.
From our tests, it’s starting to look like the final sound volume (after applying parameters) isn’t being taken into account before virtualizing out the sounds, but instead the raw sounds (using louder SFX sounds makes the issue disappear), could that be it?
In case this helps: we’ve been using the Studio Profiler feature and noticed that we had -80dB on level but still a high number on Voices (total). While testing we ended putting vol0virtualvol to 0.5 and then the torches did seem to get virtualized (but also a lot of the more silent sounds).