I’m working on a project where we’re hitting this 32 active voice limit which I’m not exactly sure where it’s coming from. The game is being made with a custom game engine, I’m not involved in the integration side of things and don’t have access to the source code to have a look.
My question: are these 32 hardware limited or should it be possible to exceed that number of active voices. We’re using Vorbis compression if that makes any difference.
Thanks in advance for any pointers I could forward to the programmer who’s responsible for the SDK integration.