Hello.
I want to use stealing to improve performance, as I can have up to 100 events playing simultaneously for a single event. I want to limit this to a few, but only the closest events. But for some reason, none of the stealing options except virtualize work (virtualize isn’t suitable because it’s too heavy anyway).
Below I compare two modes: Furthest (the same as None because it doesn’t trigger events based on distance) and Virtualize. As you can see from the screenshots, Virtualize consumes ~4% more CPU resources on dsp and ~1.3% on studio, which is very significant (i using Unity engine)


For example, if I want a maximum of three events playing simultaneously, only three random (or the first ones triggered) events are played, and distance doesn’t affect this at all. The event is played using the FMOD Studio Event Emitter based on Object Enabled/Object Disabled events (meaning all 100 events are enabled roughly simultaneously). The event uses a Loop, meaning it will never turn off on its own—could this be a problem? If so, what are the solutions?
Event effects: Reverb, FMOD Spatializer

