Hello, I’m having the exact same issue with FMOD Studio Version 2.02.20, FMOD Studio Unity Integration version 2.02.20 on Unity 2021.3.7f1.
Just like OP explained, the active voices in the build cap out at 32, despite having set the “Virtual Channel Count” to 2048 and the “Real Channel Count” to 256 (as well as overriding the codec counts to 256) in FMODStudioSettings.
Also just like OP, I’m not setting the System::setSoftwareChannels or System::setAdvancedSettings anywhere in code.
If I use the command RuntimeManager.CoreSystem.getSoftwareChannels(out int maxChannels); to print out the number of channels, it does print out 256, but the actual limit still seems to be at 32 (I can’t hear newly invoked sounds in the build, but they’re audible in the editor.)


Is there anything that I could be missing here?
Thanks!
