Even if I (by commandline) :Destroy every single object in the game I’m still left with 437MB untracked memory, 108 MB Sounds and a Lua Heap of 151 MB.
Here’s the stats of a server that’s been running a while:
What is StreamingSounds and why does it almost take up 1GB of space?
Also how can there be 73MB of signals? If a character is Destroyed, doesn’t the signals get destroyed aswell? Because I’m starting to doubt that’s true.
StreamingSounds (I believe) is how much memory you’re using streaming sounds. If that’s the cause than the issue is you’re playing too many sounds. Are you playing a lot of sounds at once somewhere?
Huh. You might want to double check it, I’ve had problems all the time where I’m accidentally adding like 50 million instances from doing things like button hover sounds.
I don’t really see that being a problem unless you have a lot of guns.
I don’t know exactly how Roblox loads in sounds, but it seems to be a problem loading the audios themselves, not the sound instance. Roblox might be trying to load a bunch of sounds at once. How many individual sounds are there?
EDIT: I think you do need to set everything in the table to nil to properly get rid of the reference.
StreamingSounds are not unique sounds.
I tried create and play same soundid 1000 times by copying the sounds object.
That created StreamingSounds.
Stopping didn’t clear the memory but Destroying them did.
It seems like something has a connection to these sounds…
I don’t have many unique sounds, they are mostly same sound with diff. pitch.