Sounds stopped unexpectatly

I’m using 64 voices, FMOD v 1.06.11 and Unity 4.06.
Even though we have 64 voice limit, sometimes we hear some interruptions: the sound is “dead” for some frames and continues like nothing happened. FPS stayed at 30~40, without any noticeble freezes.

Check out the screenshot for the profiler right where the problem happens:

Profiler SS

I’m also wondering why sometimes we have spikes on the cpu. (check the profiler just before 4:11). Any ideas what might be causing this?

Unfortunately, it’s impossible to tell just from that image what your project is doing. Could you please provide us with more detail about what your game project is doing when the ‘death’ occurs?

1 Like

Are you able to send us a copy of your project that includes the affected profiler sessions? We need more information to if we’re to work out what’s happening.

1 Like

That’s the thing: looks like it happens at random places. I tried triggering the same events, but couldn’t replicate the “death”. Looks like things that happens when a garbagge collector appears but you know… FMOD isn’t c# xD

So, it is just a normal run. In most machines it doesn’t happen, but this happens on our game low spec machine.

The only thing that i could think of it’s snapshots: There’s some reverb zones that might overlap each other, and each one has events with distance attenuation and trigger behaviour based on distance.

Here’s the low spec machine:
Operating System: Windows 7 Professional 64-bit (6.1, Build 7601) Service Pack 1
System Manufacturer: Intel_
System Model: CANTIGA_
Processor: Intel® Core™2 Duo CPU T6500 @ 2.10GHz (2 CPUs), ~2.1GHz
Memory: 4096MB RAM
Available OS Memory: 4060MB RAM
Page File: 1509MB used, 6609MB available
DirectX Version: DirectX 11
Card name: ATI Mobility Radeon HD 4650
Manufacturer: Advanced Micro Devices, Inc.
Chip type: ATI display adapter (0x9480)
DAC type: Internal DAC(400MHz)
Display Memory: 2279 MB
Dedicated Memory: 505 MB
Shared Memory: 1774 MB