My iOS game creates numerous pooled AudioSource objects on demand during play when a target appears or is hit. They generally last only a short time, less than 3 seconds each. On the Mac, they all play fine, but on the device, many are not heard or played briefly then stop midway through leaving a poor game experience. Sometimes a sound is never heard that should be played - that is played on the Mac. These are all mp3-encoded and all have carefully assigned priorities. I also have checked hardware decoding on all items. With the exception of large size, long-playing music tracks from disc, they are all compressed in memory.
I’m not quite sure how to proceed to solve this. The documentation states that if the hardware decoder is in use, then FMOD software will be used, so I don’t think contention for HW decoder could be the issue. I don’t think priorities are the issue, but they could be. Does anyone know if there is a limit the number of simultaneous sounds that can be playing at once through an AudioListener? I’m also wondering if (lamely) that I should use PlayOneShot sound from a persistent AudioSource instead of creating a pooled AudioSource object on demand, then recycling it, as I’m doing. Writing because I’m just out of ideas right now. Thanks.