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By Design
Votes
5
Found in
2020.3.38f1
2021.3.8f1
2022.1.13f1
2022.2.0b5
2023.1.0a6
2023.2.0a1
Issue ID
UUM-11867
Regression
No
AudioManager.Update takes up significantly more CPU time when a big number of Audio Sources are stopped at one time
Reproduction steps:
1. Open the user’s attached project
2. Open Assets/BugScene
3. Open Window -> Analysis -> Profiler
4. Press Play
5. In the Hierarchy window select TestAudioLag and in the Inspector window press the Play checkbox and then Stop
6. Inspect Profiler window
Expected result: In Profiler window AudioManager.Update call takes similar CPU time before and after stopping AudioSources
Actual result: In Profiler window AudioManager.Update call takes significantly more CPU time after stopping all AudioSources
Reproducible with: 2020.3.38f1, 2021.3.8f1, 2022.1.13f1, 2022.2.0b5, 2023.1.0a6
Reproducible on: macOS 12.5
Notes:
After pressing Stop and then Play AudioManager.Update call takes similar CPU time as before pressing Stop.
It does not reproduce if the Audio Source field Output is set to None
-
AlteregoGames01
Aug 16, 2022 11:45
AudioManager.FixedUpdate also takes significantly more time.
-
AlteregoGames01
Aug 16, 2022 11:43
2021.3.6f1 aswell, also on windows.
-
bgrz
Aug 15, 2022 09:10
It happens in 2019.4 as well
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Resolution Note:
Handling more than 512 audio sources at the same time is not possible due to implementation. The highest limit on voices are 512, so the solution does not guarantee optimal performance when working above the limit.