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[quote][b]v3n0m42[/b] wrote: Hello, In a project on Windows, I have some scenes with a lot of 3D sounds played together (in an extreme case, more than 100). By profiling the program, more than 10% of CPU time is used by the sound and I would like to know if there's a way to reduce this load within irrKlang and don't have a brutal recovery of playing (if I manually play/pause some sounds) ? I have some tracks for this: -set a maximum number of simultaneous channels handled by irrKlang ? -if I set sound's volume to 0, is that sound 'skipped' by irrKlang ? Also, a part of CPU power is used by multiple calls to [b]DirectSoundCaptureEnumerateW[/b] and [b]DLLCanUnloadNow[/b] ; do you know something about this ? Thank you in advance for your help *smile*[/quote]
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