Real Channel Count

Hi,

I’m working on a 12-player multiplayer game in Unreal which is quite frantic and there’s currently a lot of voices being triggered in the game. I’m struggling to calibrate the max instances / stealing methods to avoid sounds cutting out and interrupting each other in a bad way. At the moment when everyone is firing their weapons it causes choppy sound and does not prioritise things well.

I notice in the Unreal Project Settings there is a “Real Channel Count” which appears to default to 64. Is it advisable to try and keep this at 64, or would a higher value likely be acceptable for a multiplayer game? I’m just kind of guessing at the moment, so it would be good if anyone could advise some general ‘best practices’ in this area.

Thanks in advance,

Jacob

The recommended voice counts for a number of platforms can be found here: https://fmod.com/resources/documentation-api?page=content/generated/platform_allpublic/performance_reference.html#/
These values are recommendations only; if your target platforms can handle larger channel counts, and you are willing to accept the increased resource requirements that result, you’re free to set your game’s channel count higher.

The link doesn’t seem to work, do you have an updated link @joseph ?

Recommended voice counts for FMOD-supported platforms can be found in the Performance Reference sections of specific platforms in the FMOD API User Manual: The recommended voice counts for Windows computers can be found in the Windows’ section’s Performance Reference, the reccomended voice counts for Android devices can be found in the Performance Reference section for Android devices, and so on.

To obtain the platform-specific documentation for platforms not listed in the online version of the Platform Details chapter, you must first verify your developer status in the permissions tab of your profile page.