Creating an Audio Mixer for each Audio Source

Whats up everyone, new member here. I have been doing game audio for the last 14 years, but our company just started using Unity and im a bit new to it. So far its going great, and im picking it up pretty quick. One thing i really like about it is the audio mixer control / view. Sub group routing in big Pro Tools sessions is something i have done for a long time, so its very comfortable for me. I like the idea of having control of all my assets in one area, hence my question regarding Audio Mixers in Unity.

The question i have, will routing each audio source to its own audio mixer, and nesting those within multiple sub groups have much bearing on the games memory / load times / performance? I mainly am using it for volume control, mute and solo, with the occasional “effect” on a fader.

Any info is appreciated here.

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Hey,

Unity’s Audio Mixer is pretty efficient, so routing each audio source to its own mixer or subgroups won’t hit performance much if you’re mainly using it for volume control, mute/solo, and light effects.

The only thing to watch for is heavy use of real-time DSP effects (like reverb, filters, etc.) across lots of channels, which can hit CPU. But if you’re not going overboard, you’re good.

Memory/load times depend more on your audio assets (like sample rates) than the routing.

TL;DR: You’re fine—just don’t go wild with DSP effects. :+1:

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James,

I really appreciate the reply and figured that was the case. Especially with minimal to no effects on each channel. That would most likely come from the sub group level if anything.