I'm building a game for Unity iPhone. There are 2-3 background music tracks (occupying 3d space.) The "compressed in memory" has a fairly large memory footprint. As a solution, Unity docs suggest using "stream from disc." However, when viewing in the profiler, Audio Memory has grown to roughly 3-4 times the original size.
The problem is the emulator. The profiler displays a huge amount of memory being used, but this is inaccurate.
When running the app on a device, the profiler displays the correct data.
answered Jan 17 '12 at 04:48 PM