We have an event instance that is a looping sound. After some time, the sound disappears, even though it has volume and is enabled. Setting the event priority to high didn’t help. I’m not 100% sure, but it feels like the sound disappears when there are multiple other sounds played in a short period of time. Does the buffer get overflown or something? How could I find the reason for this? I’ve tried using the debug overlay, but there are no significant spikes in CPU use or channel amount when this happens.
Have you tried using the FMOD Studio Profiler?
It can show you individual event information, like cpu/memory usage, lifetimes and much more.