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Unity iPhone: Audio "stream from disc" memory usage

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.

Any recommendations?

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asked Jan 17 '12 at 11:42 AM

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miketucker
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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.

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answered Jan 17 '12 at 04:48 PM

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asked: Jan 17 '12 at 11:42 AM

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Last Updated: Jan 17 '12 at 04:48 PM