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.
aletoivonen (Aleksi Toivonen) #1
cameron-fmod (Cameron Baron) #2
Have you tried using the FMOD Studio Profiler?
It can show you individual event information, like cpu/memory usage, lifetimes and much more.