How to optimize a lot of sound on one scene? Please help

jorkosjorkos Member, PRO Posts: 353
Hey guys, all help is appreciated. I have a scene with 52 chunks of audio, all of which can be called upon depending on some random variables. These audio chunks are a few sentences each. What is the best way to optimize scene loading in this kind of scenario? For example should I be spawning actors that call up the sounds when they are needed?

Overall i'm wondering how audio impacts performance? Thanks for any tips and recommendations.

Comments

  • GM_PandagamesGM_Pandagames Member Posts: 228
    atributes or spawning actors would work. or mabye if you sleect them buttons. :(|)
  • JagonAppsJagonApps Member Posts: 241
    My immediate thoughts for optimization would be:
    -Use the sound behaviour not music
    -Don't use a constrain attribute repeatedly if this can be avoided
    -Don't unnecessarily spawn and destroy actors, keep it in one actor, in one rule.

    Max
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