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+1 vote
We develop a multi-platform game running on PC, Mac, iOS and Android. Everything went fine and the game is already on QA stage. We initialize managers with default values like it was proposed in SDK Help.

On different devices we get voice starvation from time to time, but it haven't caused any problems that can be heard. The great problems occurred on old iPhone 4: we're constantly getting voice and source starvations. Source starvation warnings are followed by the same numbers 834851406 and 172208868 repeatedly. It makes game sounds to interrupt and somehow get in a sort of queue to play a bit later when computing hardware isn't so highly loaded. If I manually deactivate some of game system like animations or part of drawing pipeline, the situation gets better and sounds play fine when the events sent.

So I came to conclusion that these problems are caused by overloaded hardware. I think we can drop down some processor time for other game systems in order to give Wwise more time to do its' work. But how do I raise threads priorities for Wwise? Or, maybe, we have some facilities to synchronize with wwise system in order to make the main thread to wait for wwise threads rendering sound?

What are other suggestions for our situation? I see a lot of settings passed to managers during initializing. But I found documentation, provided in SDK help, insufficient for understand all of them.

What is a meaning of voice and source starvations?

We use Wwise 2014.1.3 SDK build 5219. The game is running on our own engine based on old PopCup engine. If I missed some crucial data, please ask for it and I'll provide what's needed.

 

Thanks in advance.
in General Discussion by Sergey B. (160 points)
edited by Sergey B.

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