#DOTS + FMOD
1 messages · Page 1 of 1 (latest)
it is C++ based, so all native calls are burst compatible
but it's not really meant to be used with burst/ecs so it'll require a bit of tuning to make it work
I see, well I have been using it in Mono until now, is there a big benefit in connecting it with dots? Having bursted audio would be amazing, but if fmod is in itself performant then there would be no need to pre-optimize
if you plan to only use FMOD with burst - useless
when you make native calls in burst you don't burst native code
true, the code itself isn't burst compiled
(and it's not even needed, because C++ is already optimized by llvm)
so would you say calling it from Mono is an "acceptable" solution?
basically making it hybrid
if you have ECS game - no
if you have Mono game - just use FMOD the way it was meant
(allthough, I'v seen sources for unity components and it's looking like hot garbage) 🤣
alright, well then I will start figuring out how it can be implemented in ecs
i would personally not worry about bursting audio until and unless it showed up in a profile
Alright good to know!
I was just a bit worried that it might take a considerable amount of computation power, since most of it is currently being filled by Animations and I think Navigation