So I’ve got one engine event, attached to all the traffic prefabs in unity.
I’ve set the instances to 2, and tried both stealing oldest, furthest, quietest, but i can only hear the engine sounds from 2 of the cars. The stealing isn’t working as you get closer to/further from other cars.
There are only two ways I can get audio from all the traffic.
Setting stealing to virtualize, and
setting the instances to infinite.
But both these ways create wasapi starvation.
If I set the stealing to oldest/quietest,furthest, the wasapi starvation stops, but again, I only hear audio from max 2 of the traffic cars, and the rest produce no audio at all.
The event has all the engine audio on the RPM parameter sheet.
Leave the option as disabled, I was just checking what you had it as. Would it be possible to run a profiler session (FMOD Studio | Profiling), focusing on what the voices are doing e.g. how many are real and how many are virtual? This might help us get close to the issue.
I wanted to let you know, after doing some reading in the fmod optimization documentation, I did a bit of compressing/encoding of a lot of audio with ogg vorbis, and am no longer getting wasapi starvation errors in unity. I was bouncing all my audio at 48k, which I think was causing the problem.
But I was wondering if you could still please take a look at my profiler and let me know if you see anything that I should be concerned about?
My apologies, I should have linked the documentation for packaging a Profiler session here FMOD Studio | Profiling.
This could be solved by enabling the Load Bank Sample Data option in the settings (Unity Integration | Settings), “This will reduce latency whenever an event is played for the first time, at the cost of using more memory.”