It seems that the FMOD Studio integration RuntimeManager is generating about 2kb of garbage per frame in my project. As a mobile game, this is far too high. Looking into the source, it seems to happen mostly as the result of UTF-8 encoding that is performed in methods that get information from FMOD Studio via the DLL (getPath(), getBus(), getParameter() etc). This likely means that editing the source to reduce GC isn’t that much of an option.
Does anyone know if a workaround to this problem exists, or have any tips on managing FMOD’s garbage allocation? I’m curious as to what has worked for others.