Week 12: Optimization and Profiling
Unit 5 · Advanced FMOD + Unity · Wed Apr 22
Overview
Making the project shippable. With every system in place, composers profile their builds: voice counts and polyphony (the ZomBear movement loops are the usual culprit), memory budgets and streaming decisions, bank organization, and how to test performance in the running game rather than in the editor.
Topics
- The FMOD Profiler
- Voice management, polyphony, and stealing
- Memory budgets, compression, and streaming
- Bank organization strategies
- Performance testing in Unity
In Class
- Hour 1: Q&A
- Hour 2: Profiling and optimization in FMOD + Unity
- Hour 3: Hands-on: profile your build, fix the worst offender, document the before/after