The setting is having no noticeable difference for the initial load time when playing a sound effect from my master bank. Is this a bug?
Unfortunately, we haven’t been able to reproduce this issue. We may be missing some important detail or step.
What version of Unity are you using, and which version of the FMOD Studio unity integration are you using with it? Are you able to send us a copy of your Unity project (or a stripped-down project that exhibits this issue) so that we can examine it for possible causes?
I can share the versions with you. I found a workaround, so there is no urgency in my case. A simple
RuntimeManager.LoadBank("SFX", true); on my sound effects manager class got me to where I wanted to be. Hopefully my SFX bank doesn’t get big enough to be a memory hog. Time will tell.
FMOD Studio Unity Integration version: 1.10.08
Unity version: 2017.3.1f1 Personal
I’m glad to hear you’ve found a workaround. Thanks for the version information; we’ll continue to investigate the issue here.
The “Load All Sample Data at Initialization” only applies if you are using the “Load Event Data At Initialization” too. Internally it just iterates through each bank present and calls
RuntimeManager.LoadBank("BankName", true) so you have already found the correct workaround.