Forum Discussion
petergiokaris
10 years agoProtege
It depends on how many spatialized sources you are playing and if those sources are going through early reflections. CPU usage can add up very quickly if you are not careful; for example, larger room sizes with reverberation on will almost certainly saturate the audio CPU when you have a lot of voices.
I would try turning early reflections off globally (found in the mixer bus plugin) and see if that reduces the audio CPU usage. Profiling audio will give you a good idea of how much the CPU is being used in your game.
btw I recommend sticking to the release versions of Unity. I am hearing some issues with 5.40b4 in the test scene when using best latency, but this does not occur in 5.3.1p3 (the most recent public release I am using).
I would try turning early reflections off globally (found in the mixer bus plugin) and see if that reduces the audio CPU usage. Profiling audio will give you a good idea of how much the CPU is being used in your game.
btw I recommend sticking to the release versions of Unity. I am hearing some issues with 5.40b4 in the test scene when using best latency, but this does not occur in 5.3.1p3 (the most recent public release I am using).
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