Hello. I am trying to cope with the following problem. I have a looping event in game that plays always and it is like complex texture has several tracks inside it. Sometimes I catch FMOD_STUDIO_EVENT_CALLBACK_SOUND_STOPPED for this event or the event continues playing but some tracks inside disappear. I guess it can be because I try to create e.g. 8 or 10 instances of other oneshot event. But this oneshot event has max instances = 3 (set via FMOD Studio “Max Instances”) and has lower priority. Moreover I set FMOD_INIT_VOL0_BECOMES_VIRTUAL on initialize() with vol0virtualvol = 0.001f and expect keeping some instances virtualized but seems it doesn’t work correctly in my case for some reason. Could pls say what can be the problem here?
Also I note that if I limit number of instances count programmatically it partly solves the problem.