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Any other limitation for the evaluation version of WWise?(Number of DSPs on gameobjects)

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In my wwise project, I tried to add Wwise Reverb Effect(Bypass by default) to each Actor Mixer in order to enable some of them using RTPC in the game to simulate the sound playing on game object in a remote space which is more specious than the player space.
For example, the player is currently crawling in a tunnel while the remote sound is playing in a huge room connecting to this tunnel.

However, it seems that the whole system starts to lose and kill sounds when only 4 - 5 Wwise Reverb Effects are enabled.

I already set the voice limitation to be 512.

It works pretty well if I delete all Wwise Reverb Effects on every Actor Mixer.

I don't know if it is another limitation of the evaluation version.
asked Aug 2, 2013 in General Discussion by User 96899 (160 points)

1 Answer

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You will quickly run out of the default allocation in the Lower memory pool with a scheme such as you describe, causing voices to be killed. Each reverb instance takes quite a bit of memory, even when bypassed. I encourage you to use the Wwise Profiler and check the Memory tab of the Advanced Profiler view to keep track of this.

Your scenario might be best implemented by using the Aux Sends system, with one Aux Bus per environment type. This way, Reverbs will be shared across all voices contributing to them, saving on memory and CPU.
answered Aug 3, 2013 by Martin D. (Audiokinetic) (1,670 points)
selected Aug 28, 2014 by Claude B. (Audiokinetic)
And no, there is no DSP or voice instance limit in the evaluation version.
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