I’m currently doing experiments with the maximum number of active voices.
It seems that for my game, a value of 64-128 would be ideal. Unfortunately, Fmod always caps the number of active voices to 32. Am I doing something wrong here?
First, here’s the profiler screenshot. If I read the chart correctly, Fmod limits the active voices to 32, and there is a large number of virtual voices.
Here’s part of my initialization code (C#):
FMOD.Studio.System.create(out var sys); sys.getCoreSystem(out var coreSystem); coreSystem.setSoftwareChannels(256 ); sys.initialize(256, flags, coreFlags, IntPtr.Zero);
Where does the 32 voices limit come from? I have also disabled the limits on event instances in Fmod Studio - no change.