setPause function causing memory leak

Hello, we are using FMOD 2.03.08 with UE5.6 and noticed that calling the setPause() function causes audio channel count to increase from our typical 100–150 channels to 1024, and memory usage keeps growing as well. Is this a known issue?

Currently, we have a workaround where, instead of using setPause(), we save timeline position and call stop(), ensuring that event instance doesn’t get cleaned up. To resume we seek to the saved position and call start(). Is this a good solution?

We are not currently aware of an issue like this.

Can you go into more detail about how you are using setPaused()?
Are you using C++ or Blueprints?
Are you calling setPaused()on the FMODAudioComponent, EventInstance, Bus, or Channel?

Your workaround does sound like it a good solution in the meantime.

Here are some more details about how and where we are using setPaused()

  • It’s used to pause audio playback when actor leaves the ground making sure that state gets set only when it actually changes and does not spam for example setting audio playback to paused.
  • working in c++
  • pausing audio playback by calling SetPaused()function from FMODAudioComponent where setPaused() gets called on EventInstance

I’m not sure why that would be happening if you are just calling SetPausedto pause/resume the Event, are you able to record a profiler session to share with us at all?

How could I share that profiler session privately?

You can add it to your profiles uploads.