Real Voice Channels always limited at 32

Thanks for verifying with a different project.

Unfortunately, after another test I still haven’t been able to reproduce the issue. Based on what you’ve said I’m inclined to think that the issue is related to the “Default” platform settings not being overridden correctly. The simplest fix is likely to specifically make a platform setting for the platform you’re building for, and set the voice counts there instead of using the Default platform, so give that a try and let me know whether that resolves the issue.

To confirm a few more things:

  • If you check the Default platform file in the Assets/Plugins/FMOD/Resources/FMODStudioSettings.asset, do the voice counts have “Has Value” enabled?
  • You said using getSoftwareChannels returns 256, even when the actual limit is 32 - just to double check, this occurs even in a build?
  • If you hard-code the voice counts to your desired values at the start of RuntimeManager.Initialize(), does the issue persist?
  • If you enable “Use Defaults” for your codecs, does the issue persist?