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Memory

The Advanced Profiler - Memory tab displays information about how memory is managed by the Wwise sound engine. Information is displayed about each of the memory categories tracked by the memory manager.

[Note]Note

Memory might become fragmented as your game is being played. This means that you might not have as much free memory as you think (Total Reserved - Used).

Interface Element

Description

Global Statistics
UsedThe sum of used memory across all categories.
Device UsedThe sum of used device memory across all categories.
Total ReservedThe total amount of memory reserved by the memory manager. This corresponds to used memory and device memory, plus memory manager caching and overhead.
LimitThe memory limit currently configured in the memory manager. Will display as '-' when no limit is set. When set, the Total Reserved will not be allowed to exceed this limit.

Category Table

Opens a search field where standard alphanumeric entries filter out unmatching elements from the view. Learn more in Using tables.

Click the Close icon to the left of the search icon to close the search field and remove the filter.

[Note]Note

The searches do not include elements in collapsed nodes of the List View, Query Editor, MIDI Keymap Editor, and Reference View.

Click the Configure Columns shortcut (right-click) option from the column header band.

The Configure Columns Dialog opens. Specify which columns to display and their order.

Category Name

The name of the memory category. The categories and subcategories are defined as follows:

  • Game Object: Registered emitter objects as well as others.

  • Integration: Allocations specific to game engine integrations, like callbacks or capturing audio output.

  • Job Manager: Allows for asynchronously rendering audio buffers over single and multiple cores.

  • Media: Compressed and uncompressed media in memory. This value increases if you decode your SoundBanks on load.

  • Object:

    • Event: Events and Actions.

    • Object: Memory allocations that have not been categorized or don't fit with other categories.

    • Structure: Mainly the hierarchical structure and container settings.

  • Processing:

    • Processing: Audio buffers for decompression, applying Effects, mixing, and DSP. This value is directly influenced by the number of physical voices and busses.

    • Processing (Plug-in): Allocations for plug-ins like AK Convolution Reverb, RoomVerb, and Time Stretch.

  • Profiler:

    • Monitor Queue: Fixed-size allocation for Profiler connection data.

    • Profiler: Everything other than Monitor Queue, for example, debug names for objects.

  • Sound Engine: Basic initialization of the sound engine and other systems used for sound engine management.

  • Spatial Audio:

    • Geometry: Geometry sent to Wwise.

    • Reflection/Diffraction Paths: Mainly the memorization of propagation.

    • Spatial Audio: Various other memory allocations.

  • Streaming:

    • Streaming: Supportive costs of streaming. For example, there's a cost for each file opened.

    • Streaming I/O: Fixed-size buffer into which streamed media chunks are loaded.

  • Temp:

    • Temp (Audio Render): Pool of memory to manage temporary allocations.

Used

The amount of memory currently used in the memory category.

Peak Used

The peak amount of memory used in the memory category since the initialization of the memory manager.

Allocs

The number of allocations performed since the memory manager was initialized.

When this number increments, it indicates that the memory manager is currently allocating memory.

Frees

The number of deallocations performed since the memory manager was initialized.

When this number increments, it indicates that the memory manager is currently deallocating memory.

Cur. Allocs

The number of memory blocks that are currently allocated. The Current Allocs value is the number of Allocs minus the number of Frees.

When this number increments or decrements, it indicates that the memory manager is currently allocating or deallocating memory.


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