# High memory data usage?

**URL:** https://qa.fmod.com/t/high-memory-data-usage/20126
**Category:** Unity
**Created:** [April 17, 2023, 2:15pm UTC](https://qa.fmod.com/t/high-memory-data-usage/20126 "2023-04-17T14:15:55Z")
**Posts on this page:** 6
**Page:** 1

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### Author: ![ironsloth](https://avatars.discourse-cdn.com/v4/letter/i/f07891/32.png) [@ironsloth](https://qa.fmod.com/u/ironsloth)
#### Post date: [April 17, 2023, 2:15pm UTC](https://qa.fmod.com/t/high-memory-data-usage/20126/1 "2023-04-17T14:15:55Z")

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Hello,  
I’m working for a 3d game in unity and am currently trying to wrap my head around performance… especially ram usage. I have around 260 mo of ram usage 60 for sample and 200 for data.

I have 2 main types of events, sound emitters on prefabs of the map and 2d “global events” which play non stop and switch music and 2d ambience based on a zone parameter.  
I suspected the high usage is because I have too many emitters loaded on the map but even when I disable all the emiter I get around 150mo of data usage only for the global 2d events…

Is it because my events are too “heavy” (they use a lot of nested events, global parameters, different mixer groups etc). Or is it something in particular I missed that consume a lot of ram ?  
Does using one “main” event for all the ambiance / music of a game is considered “bad practice” ?

It look like the convolution reverb I have on the mixer use 30mo of data even when unused too.  
Thanks.

 ![FMOD_Studio_xeTFKbnifw](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/5/5ec7c6c142df580b7bc869eb8cdd352b749df91a.png)  
 ![FMOD_Studio_VrgFO5Ck1z](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/a/ac99dc8e1ca8928911a8d0f053ea869216504a8d.png)  
 ![FMOD_Studio_RvPa2gSrSv](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/5/5ed682464936df8f80ed48b032f0eeede556175f.png)

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<div class="post-metadata">

### Author: ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)
#### Post date: [April 19, 2023, 1:15am UTC](https://qa.fmod.com/t/high-memory-data-usage/20126/2 "2023-04-19T01:15:54Z")

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Hi,

I will link to our documentation which touches on memory management: [FMOD API | White Papers - Memory Management](https://fmod.com/docs/2.02/api/white-papers-memory-management.html).

FMOD is designed to handle large amounts of Emitters through our Virtual Voice system outlined here: [FMOD API | White Papers - Virtual Voices](https://fmod.com/docs/2.02/api/white-papers-virtual-voices.html).

> [@ironsloth](#):
>
> It look like the convolution reverb I have on the mixer use 30mo of data even when unused too.

Could I get a screenshot of this reverb in your mixer?

> [@ironsloth](#):
>
> Or is it something in particular I missed that consume a lot of ram ?

If there are any effects that are not modulating and/or changing in real-time, it could help to bake those effects into the sound files in an external DAW.

The events are currently rather complex but nothing too insane.

hope this helps!

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<div class="post-metadata">

### Author: ![ironsloth](https://avatars.discourse-cdn.com/v4/letter/i/f07891/32.png) [@ironsloth](https://qa.fmod.com/u/ironsloth)
#### Post date: [April 19, 2023, 7:52am UTC](https://qa.fmod.com/t/high-memory-data-usage/20126/3 "2023-04-19T07:52:40Z")

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Hi thanks for the quick reply.

this is the mixer convolution reverb (I forgot it has a delay too)

 ![rev screen](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/2/2e20e05ee5d4ccaf3105f0dfb1cd104625b2de1c.png)  
The mixer have quite a lot of groups too… but not much processing in theses

The global events have some processing inside them  
-2 simple reverb  
-2 compressor  
-8 eq (mostly dynamic filtering for wind and water)  
-1 transmitter

Does the nested events cause to double the data when placing this way in a parameter sheet ?

 ![nestd](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/b49e39ac80207dfecf4b061acad456d7344426a6.png)

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<div class="post-metadata">

### Author: ![ironsloth](https://avatars.discourse-cdn.com/v4/letter/i/f07891/32.png) [@ironsloth](https://qa.fmod.com/u/ironsloth)
#### Post date: [April 19, 2023, 8:07am UTC](https://qa.fmod.com/t/high-memory-data-usage/20126/4 "2023-04-19T08:07:20Z")

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PS: I just noticed I leaved the impulse response as a 192khz file so maybe that was linked !

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<div class="post-metadata">

### Author: ![ironsloth](https://avatars.discourse-cdn.com/v4/letter/i/f07891/32.png) [@ironsloth](https://qa.fmod.com/u/ironsloth)
#### Post date: [April 19, 2023, 5:02pm UTC](https://qa.fmod.com/t/high-memory-data-usage/20126/5 "2023-04-19T17:02:40Z")

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so I did more profiling… the convolution reverb used still 30mo BUT when I removed and add it again the ram usage lowered to 9mo… I’m not sure what happened but it seems to stay like that.

 ![rev profiler (1)](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/d/d113011025d77f5c4b9cf1880789333db4cd550d.png)  
 ![rev profiler (2)](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/8/886d3ac6debd130da82415680c88bd633ea7f537.png)

Even when playing 0 events I have around 47mo of ram usage… is this expected behaviour ?

 ![profile no event](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/f/f7f894b842f7c3b833081df3c667a57b0716c15a.png)

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<div class="post-metadata">

### Author: ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)
#### Post date: [April 20, 2023, 6:23am UTC](https://qa.fmod.com/t/high-memory-data-usage/20126/6 "2023-04-20T06:23:16Z")

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> [@ironsloth](#):
>
> Does the nested events cause to double the data when placing this way in a parameter sheet ?

No, it is the same as playing two individual events.

> [@ironsloth](#):
>
> Even when playing 0 events I have around 47mo of ram usage… is this expected behaviour ?

The amount can be affected by how much memory is being assigned when initializing the system, explained here: [FMOD API | White Papers - Memory Management](https://fmod.com/docs/2.02/api/white-papers-memory-management.html). Yes, it is expected behaviour for some memory to be used even when there are no events playing.
