Hi there, I just have a question about resource management in FMOD.
What is more CPU intensive when creating events for an impact sound:
- Having multiple events - each of these dedicated to a specific layer of the sound e.g. one event for the top end sizzle/click, one event for the mid range punch, and one event for the bottom end/sub.
Or
- Having a single event with these three layers included but separated onto different tracks in different multi-instrument instances.
I understand that having these three layers baked into one sound is clearly the most efficient, but I would like to know what causes a bigger CPU hit in the two examples I mentioned above. Also, is the CPU hit that these two methods would cause even noticeable?
Thanks a lot!