Is there any limit of voices that is good to follow, or actually forced by FMOD, for specific platforms?
I only saw some numbers for different platforms in one guide for Wwise, and its also 5 years old now.
It is written in the documentation that FMOD automatically virtualizes channels (are they what’s named Voices in FMOD Profiler?) when they exceed the limit.
I guess the limit is what you set in project (in my case Unity) settings - for Real and Virtual Channel Count.
Is there any way to track this in profiler, on what stuff is currently getting virtualized?
Is the Voices number the only thing in such case to look at, and if it exceeds the project settings, it’s just getting virtualized, but FMOD doesnt show which stuff is virtualized?
If with my gameplay generating many voices in cerain moment I am exceeding the Real Channel Count set in the project (but it sounds as intended), but profiler shows no huge impact for CPU: Mixer and Update, is it still for some reasons worth keeping the number down?
I know it’s generally a good and reasonable practice to limit the voices, both performance-wise, and to not end up with too much mess audible. But with such case if the experience is ok and CPU meters are quite low, does that still apply?