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Media Memory Pools (SoundBanks)

The amount of memory taken by SoundBanks is mostly dictated by the sound data in it. Controlling the amount of memory used by your media can be done by using the following techniques:

  • Split big banks with lots of sounds into smaller banks. Load and unload the banks dynamically, as needed.

  • Stream more sounds from disk (Sound object properties).

  • Use the PrepareEvent/UnprepareEvent API.

  • Compress the audio more (Conversion Settings, codec, and so on).

  • Use a lower sampling rate. Also look at the Automatic Sample Rate Detection feature (Conversion Settings).

  • Replace impact-type sounds with a SoundSeed Impact plug-in equivalent. You can save a great deal of memory by replacing any Random Containers you may have created with multiple sound variations in them. Note that SoundSeed Impact can be used to create variations of some non-impact sounds as well.

  • Replacing wind-type sounds with a SoundSeed Wind/Woosh plug-in equivalent. Wind ambiances tend to be long looping sounds, which can take a great deal of media space. The SoundSeed Air plug-ins can be used to create a variety of different sounds, including blade wooshes, propellers, wind rushing through a car with open windows, ventilation noises, or any noisy sound, such as ocean waves or the sound of a highway in the distance.


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