Creating too many AudioPlayers causes FMod init lag



Creation and handling of many AudioPlayer instances causes immense lag when editing properties and playing instances from the new audio API.

I encountered this during the second playtest on my game, when there were too many players firing guns (which use multiple AudioPlayers in order to stop the fire sound from cutting off), everyone in the lobby would start getting crazy frame drops. These frame drops caused players to get from 5fps to 15fps .

This does not happen when there’s less AudioPlayers. I’ve gone over my Sound spatializer which is also not causing the issue.

A private message is associated with this bug report

2 Likes

Hey @BrianNovius; those are some pretty lengthy times :shock: – we’ve disabled one flag that might be related, but if you have a file that reliably reproduces the issue we can take a closer look.

Could you clarify what you mean by

which use multiple AudioPlayers in order to stop the fire sound from cutting off

? Does this mean that there are multiple AudioPlayers being played per-bullet? Are these being played server-side/replicated?

1 Like