Hi, I’m experiencing a strange bug related to audio memory. After a certain period of time, the sounds in my game start to have random delays and eventually stop playing, leading to a severe game crash. It appears to be directly linked to the memory usage, as I’ve noticed a correlation when adjusting the number of voices, buffers, and memory allocation. I have a few questions regarding this issue:
- Is a specific portion of memory exclusively dedicated to audio, or is it shared with other processes?
- How should I proceed with audio memory profiling? Are there any recommended techniques I can use to gain unreal insights into this matter?
- If the problem is caused by certain audio files that remain in memory somehow, even after their expiration, and I cannot detect them using standard console commands to list wave files, how can I actively check the types of assets currently occupying audio memory?