Understanding system memory usage (Self - Total - Global)

Hello, I am going through the documentation about memory usage in the profiler, and would like to better understand the different types of memory categories shown in the profiler.

  • Which one of these tells me the total memory usage of audio (Audio Engine + Loaded samples) ?
  • Why I am not seeing any I/O activity despite having a lot of assets set to stream?

Kindly,
Horacio

FMOD Studio and engine 2.02.18
Unreal Engine 5.4.4

None of these figures indicates the total memory used by the audio engine and loaded samples together. To get that figure, add the “Memory: Data (Global)” and “Memory: Samples” cells in the System row. The former cell represents the total size of the metadata in memory used by the FMOD Studio system, as well as all the events and buses in the project (i.e.: the engine); the latter represents the the total amount of memory used by all loaded sampledata in the project (i.e.: the loaded samples).

How many of those streaming assets were currently playing when you took the screenshot? Streams only require File I/O while they’re playing.

Hey, Joseph. Thank you for taking the time and help me with this.

  • So for this example, if my Technical Director asks me how much memory audio is using at this particular moment in the game, it would be 159,875 KB or about 160MB?

  • I had one music event and one ambient bed event playing with all of their assets set to stream. If I stay in FMOD Studio and play these events using the Sandbox, I can see activity in the File I/O, but does not happen when profiling the build. Am I missing something?

Thank you.

Yes, that’s right.

I’m afraid I don’t have enough information to tell you why you’re not seeing activity in the File I/O column while profiling your game. When I test here using live update to connect to a game playing a streaming asset, the profiler does indicate activity in the File I/O column, so I can confirm that the feature works.

Have you double-checked:

  • That live update is connected?
  • That the streaming asset is playing in your game?
  • That the record button is highlighted?

Be aware that connecting or disconnecting live update stops the profiler session recording, so you may need to start the session recording again after connecting to your game.