Learning Outcomes

By the end of this chapter, you will be able to:

Use the FMOD Profiler to meter the performance of the Audio Middleware.

Use voice stealing to limit and control the number of Events in the game.

Load and unload FMOD Banks as and when they are needed by the game.

Set and configure the data compression type for individual audio resources.

Audio processing is rarely the greatest drain on a game’s resources – this is far more likely to be due to the lighting, graphics, shaders, and physics calculations. However, if we can optimize the audio performance, this frees up processing power for everything else.

To help with this, FMOD includes the Profiler. You’ll find this under Window > Profiler.

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