Instances accumulate

Hello! For some reason, within the first minutes of play, the sound instances in the game start to accumulate and stop making sound (although the instance is created and it stays in time, like it started and paused instantly). Then, at some point, all the instances are executed at the same time. Attaching image to see how everything’s going smoothly, then it starts going bonkers.

The CPU event peaks are not from any particular event, although it might be the events accumulating.

I’ve just updated from 1.10.03 to 1.10.13 but it didn’t change the problem.

Does anybody know why this happen? It’s driving me crazy :frowning:


I’ve encountered this problem , maybe you need to update your Fmod Studio to at least 1.10.11

Oh, sorry I didn’t clarify, I’ve now edited the post. When I saw this problem I updated to 1.10.13, but no changes :confused:

How are you playing most of your Events? Through the StudioEventEmitter or custom scripts?

If Events are accumulating then the first thing to check is that release is being called.

As @dtbs mentioned, there was previously a bug that would cause some Events not to be release properly but this bug was fixed in 1.10.11.

Are the Events actually stopping? Release will only be triggered once the Event has been stopped, either manually or naturally.

Hey Sirevanac,

Have you checked the life spans of your events (can you display them in the profiler)?