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Potential Duplication of Memory Usage


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We have been profiling more aggressively, and are concerned with these raw data arrays. These never seem to leave memory and they are each the same size as an audio track. We are already concerned about the memory usage and looking into adding Addressables, but this seems a bit egregious. Can this be explained?

Thank you!


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Currently, this is intensional. 
Unity doesn't allow the ability to read the actual audio data from the audio thread. 
It has to be called from the main thread. 

We will look into this in the future to see if there is more we can do with this. 

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Thank you so much for getting back to me! 

As you can imagine this is fairly severe and imperils our ability to use Ambient Sounds moving through production. We'd love to resolve this last remaining complication for use and / or via implementation of Addressables.

Thank you and the team for all your hard work!

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  • 3 months later...

Hey guys! Wanted to bump this. Saw the recent update with performance improvements I was happy to install today and am looking forward to profiling. I was hoping it might mean we could get an update on the memory duplication and / or addressable efforts, if they are alive and if not, what chances are we see it addressed by end of year.

Thank you kindly!

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Currently, we are in full production on our new tech, I believe everything else besides the new Gaia is getting released before then. 

Ambient Sounds and the rest of our tools will come after that. 
So I don't have a current eta at the moment. 

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  • 4 weeks later...

Understandable, but super disappointing. Such a great asset I'm likely to be forced to rip out. More per frame GC: 


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