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Performance

v3n0m42
Registered User
Quote
2017-05-04 17:00:39

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 DirectSoundCaptureEnumerateW and DLLCanUnloadNow ; do you know something about this ?

Thank you in advance for your help


niko
Moderator
Quote
2017-05-05 08:09:35

Yes, it is of course a good idea to cull sounds not needed at all yourself. There is no maximum number of sounds set by irrKlang, and sounds with a volume of null need to be handled anyway, since you still for example need to stream them in and similar.

About the calls: DirectSoundCaptureEnumerate is only called when you call createAudioRecorderDeviceList, are you doing this? If not, maybe some other project in your app is doing this. Or your profiler shows some invalid stuff.

Together with the DLLCanUnloadNow, it somehow sounds like you are starting / shutting down irrklang quite a few times, but I might be wrong.


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