I am calling the AkEvent.HandleEvent function about say 5-20 times in a second and if I sustain that rate I get out of memory output such as:
Wwise: Insufficient memory in pool: Lower Engine Default. Attempted alloc size: 12288 bytes.
UnityEngine.Debug:LogError(Object)
AkInitializer:CopyMonitoringInConsole(ErrorCode, ErrorLevel, UInt32, IntPtr, String) (at Assets/Wwise/Deployment/Components/AkInitializer.cs:218)
AkCallbackManager:PostCallbacks() (at Assets/Wwise/Deployment/API/Handwritten/AkCallbackManager.cs:391)
AkInitializer:LateUpdate() (at Assets/Wwise/Deployment/Components/AkInitializer.cs:192)
Wwise: Plug-in initialization failure: 7536643(Object: MyGameGizmoObj (UnityEngine.GameObject))
UnityEngine.Debug:LogError(Object)
AkInitializer:CopyMonitoringInConsole(ErrorCode, ErrorLevel, UInt32, IntPtr, String) (at Assets/Wwise/Deployment/Components/AkInitializer.cs:218)
AkCallbackManager:PostCallbacks() (at Assets/Wwise/Deployment/API/Handwritten/AkCallbackManager.cs:391)
AkInitializer:LateUpdate() (at Assets/Wwise/Deployment/Components/AkInitializer.cs:192)
And then after that goes on for 10 seconds or so, eventually the editor crashes. This same scene/situation/etc on device crashes about 10x faster (i.e. in a couple seconds).
I'm using Unity Version 4.6.3f1. This is my Wwise version info out of version.txt file:
Wwise Unity Integration Version Info:
Stable Version (SVN): 1622
Based on Wwise SDK: 2014.1.2 Build 5195
Unity Integration Version: 5
Installed Platforms: Android Windows iOS Mac
I also noticed that this is kind of an old build. What is the recommended Wwise build number for the version of unity that we're using?