I have vanilla RuntimeManager in a Unity game. The player has a camera, which spawns from code when the level is loaded - with an Event Listener, most events are triggered by code.
The issue I’m having is that the real channel usage is increasing per level reload (and I assume also between levels) so something is obviously upping this count - and I am experiencing cannibalism when audio is playing and sounds are dropping out.
I am reusing event instances (creating them once on game startup) and using instance.play() to trigger them. I assume I am not supposed to call release on these events in-game.
I have load banks “All” set in FMOD settings. I don’t know where these banks are referenced, I assume the RuntimeManager singleton. But something happens when I reload my scenes. Is it possible that if I don’t release an event on scene reload that something bad happens?
Worth mentioning is that all my code is persistent, they are not monobehaviors - the scenes themselves are mostly geometry and some scripts. The sound code is not.
Any ideas are most welcome.