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?