Hi Dan,
I’ve since gone back to using the old engine and just having a piece of music play in the background. My goal before was that each enemy you face you would have a leit motif that would trigger as they were bought in to play.
That said, I can answer a few of your questions.
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I replaced the 96 bar sample with an 8 bar loop and the effect was the same so we can rule that out.
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I’m building for VR and the game (in editor at least) is taking under the golden 11ms per frame so performance seems good.
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all arrays and get all of class nodes are triggered once at start of play and never during play.
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the entire level is under 100k pollys.
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while running there’s never more than 30 draw calls
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there are only 2 lights (no dynamic shadows).
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Tick is activated and deactivated for each element as required so there’s never more than 15 objects using it.
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only 4 elements in the game are spawned. most exist perpetually and are un-hidden and moved in to position from a pool during play.
So optimization wise everything should be tickety-boo, I get the feeling personally that maybe i’ve not set up the gameengine.ini file correctly and the new engine is simply not being used.
As I said I’ve gone back to using the old engine but would happily do the following 2 things…
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Re-make the changes to the .ini file and send it over so you can verify that it is correct and should be working/using the new engine.
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Assuming all is good with step one, add the time synth elements back in to game and send over a zipped version of it for you to examine yourself.
I appreciate that you are no doubt incredibly busy and am happy using the old engine for now should the above seem too time consuming.
Thanks again for your time Dan, I really do appreciate your getting back to me and your efforts in helping me trouble shoot the problem.
Kind regards,
Dave