Audio Channels reality check

I am throwing together an audio manager to prevent the audio from 'sploding at me. Does anyone have a sense of what a “safe” number of channels is?

The plan is to give the AudioManager an array of AudioChannels, which are decorated AudioSources that provide a callback to the AM when they are done playing. I am thinking…

a) 2 AudioChannels for background music
b) 3 AudioChannels for interface events
c) 10 AudioChannels for game effects

The first two categories might(?) be in stereo; the game effects would be worldspace’d mono.

Has anyone had problems using that many channels for an AudioManager? Conversely: am I under-utilizing the audio engine here?

Hey Smarcus. How did you get on with this? I am wondering the same thing about Audio Channels. Brand new to Unity so keen to hear from others.

cheers.

I’m going with the same approach for now… it hasn’t caused any problems yet but I haven’t got half the effects plugged in, so who knows…