# Real Channel Count

**URL:** <https://qa.fmod.com/t/real-channel-count/14087>\
**Category:** Unreal Engine\
**Created:** [September 6, 2018, 11:08am UTC](https://qa.fmod.com/t/real-channel-count/14087 "2018-09-06T11:08:44Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![jacobalmond](https://avatars.discourse-cdn.com/v4/letter/j/d26b3c/32.png) [@jacobalmond](https://qa.fmod.com/u/jacobalmond)\
**Post date:** [September 6, 2018, 11:08am UTC](https://qa.fmod.com/t/real-channel-count/14087/1 "2018-09-06T11:08:44Z")

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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

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**Author:** ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)\
**Post date:** [September 7, 2018, 5:11am UTC](https://qa.fmod.com/t/real-channel-count/14087/2 "2018-09-07T05:11:35Z")

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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#/](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.

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**Author:** ![deHaan](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/dehaan/32/68_2.png) [@deHaan](https://qa.fmod.com/u/deHaan)\
**Post date:** [July 25, 2024, 11:01am UTC](https://qa.fmod.com/t/real-channel-count/14087/3 "2024-07-25T11:01:36Z")

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

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**Author:** ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)\
**Post date:** [July 26, 2024, 2:11am UTC](https://qa.fmod.com/t/real-channel-count/14087/4 "2024-07-26T02:11:32Z")

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> [@deHaan](#):
>
> 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](https://fmod.com/docs/2.03/api/): The recommended voice counts for Windows computers can be found in the [Windows’ section’s Performance Reference](https://fmod.com/docs/2.03/api/platforms-win.html#performance-reference), the reccomended voice counts for Android devices can be found in the [Performance Reference section for Android devices](https://fmod.com/docs/2.03/api/platforms-android.html), and so on.

To obtain the platform-specific documentation for platforms not listed in the online version of the [Platform Details](https://fmod.com/docs/2.03/api/platforms.html) chapter, you must first verify your developer status in the [permissions tab of your profile page](https://www.fmod.com/profile#permissions).
