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any issues with over 1000 audio sources in a scene?

Discussion in 'Scripting' started by Unlimited_Energy, Nov 18, 2017.

  1. Unlimited_Energy

    Unlimited_Energy

    Joined:
    Jul 10, 2014
    Posts:
    469
    does having many audio sources in a scene create an issue with performance? Only one will trigger at a time but about a thousand objects will need to carry audio sources in the scene.
     
  2. Kona

    Kona

    Joined:
    Oct 13, 2010
    Posts:
    208
    I have many scenes in my game with bazillions of audio sources but haven't seen much impact on performance, but in the end it probably depend alot on what audio files the sources play and their compression formats and how they are managed by memory- and how you handle the audio stuff through code.

    Best way to find out is to test it in a scene and enable the Profiler to see the result, it will most likely also give you a better clue what you need to optimize, if anything at all.
     
    Unlimited_Energy and lordofduct like this.
  3. lordofduct

    lordofduct

    Joined:
    Oct 3, 2011
    Posts:
    8,380
    Memory would be my biggest concern.

    As @Kona said, load up a scene, test it with a profiler. Do it in a bare scene with JUST the audiosources and see what sort of performance you get.
     
    Unlimited_Energy likes this.