Maximum number of simultaneous sounds

Hi all,

I’m working on a “music app”, still on the planning phase, does anyone know the maximum number of AudioSource that can be played at the same time so that no delay is actually heard by the final user?

Don’t care about performances at all at this stage, just need to understand hardware/unity limits.

I’ve read on a thread that a user has succesfully played 50 AudioSource at the same time with no problem on a 3G, has anyone pushed more the limit/done any test also on older devices?

I’m planning also to release the same app on the android market, I think is useless to open a clone thread in the android section, if anyone can give some indication about it too it would be nice.

Thank you

no one on this?

Nope no one on this as most people want to get more than 2FPS.
sound playing is very cpu straining if you go out with that many parallel sounds

well i would really love to understand what “many” means in like a scene with no gfx at all :slight_smile:
thx anyway, at this point I will hopefully run some tests in the weekend and post here the results, they could be useful for someone else too in the future

That is something you will have to benchmark yourself.

It depends on the OS, sounds and what “no gfx at all” means (though such an application would then be meant to be done in UIKit and AVAudioPlayer, not unity as you lose the 3g download benefit at no gain if you would do that ;))