![]() Think of RAM as a temporary place of storage. When our game is first booting up or is at a loading screen, data from that storage device is being pulled into the PC’s RAM. In case you don’t know the process a computer goes through when loading data, here’s a brief explanation:Īll of the data that makes up our game (art, code, animations, audio, etc) starts inside our PC’s Storage Device System such as a hard drive. RAM space (or Memory) is a limited and scarce resource that we must cherish. The reason why we do this is to save space inside the RAM of the device that our players will run their game on. This is a very common practice when it comes to audio implementation. ![]() ![]() FMOD gives you the option of creating multiple SoundBanks, allowing you to separate your events into SoundBanks dedicated for specific purposes.
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