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Is it a critical problem to have multiple master bus instances? how do I solve it?

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Our game is about to release the alpha test soon. However, I just learned from some sound designers that we should not uncheck the "listener relative routings" for all sounds except music . I checked it out on the documentation and it says  

Note

You should enable Listener Relative Routing on sounds and other objects of the Actor-Mixer Hierarchy even if they don't utilize 3D spatialization. Otherwise, their output busses will be associated with the emitter instead of the listener, resulting in distinct instances of busses.

 

I then profiled the game and noticed that it does have multiple instances (one primary, one for music, and one for non-Listener relative routing sounds, 3 in total) of master busses. It seems be a serious problem (at least the master limiter is dublicated and is not expected to work correctly) but the QA team have never reported a bug caused by this.

 

May I ask if this will cause some unacceptable bugs that are not yet found?

 

Also, at the current stage, our game (UE4) has some sounds that must be unchecked the "listener relative routings". For example, sounds that play before a listener is created, sounds that will be blocked by volumes, sounds played in the "Unreal Global", and a few movable actors that will cause unexpected high cpu usage when interact with spatial volumes. Is there a principle method to deal with those issues?

asked Aug 10, 2022 in General Discussion by Zhuolun Z. (930 points)

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