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How Memory Pools Are Used in Your Game

At a very basic level, when a SoundBank is loaded into memory, the sound engine performs two functions, it:

  • Parses the SoundBank's metadata and stores the sound hierarchy and Event information within the default memory pool.

  • Copies any media files to a user-defined memory pool.

When an Event triggers audio in your game, the lower engine memory pool performs any necessary audio processing before playing back the final audio.


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