What does the SoundManager.Update do?

Hi,

We are looking at optimizing the sound in our game and we are currently looking at the SoundManager.Update in PostLateUpdate in the profiler which currently is the most expensive thing we have audio-wise. The thing is that we aren’t entirely sure on what this call is doing. AudioManager.Update seems to be responsible for the audiosources in the scene. Is the SoundManager.Update responsible for the audio mixer or is it doing something else? We tried to remove our Mixer and the SoundManager.Update still seems to take the same amount of CPU time. So does anyone have a clarification on why and what the call actually does?

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AFAIK Unity doesn’t have SoundManager built-in class, so it is probably something either you wrote or you installed, therefore we don’t know what it is and what it does. If you can post the source code of this class we can guess.


This is indeed a unity class. This is just running with 1 sound playing.

The sound manager is a native class within Unity that handles delayed loading and disposal of audio clips.
If you have a project where you think it’s taking too much time, particularly when you’re not doing these things, please send it to us so that we can look at what’s going on.

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We run into the same issue as the original poster so I submitted a bugreport:

(Case 1394948) SoundManager.Update takes CPU time when there’s no audio work

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I’m facing the same problem and can’t figure out what could be the problem, if my scene has no sounds at all, did you manage to figure it out?

Just to clarify, when you say that your scene has no sound at all, do you mean that there are no audio playing, or that there are not existing audio sources in your scene, or any other scene that might be loaded additively?

Thanks!

in my case, there’s no audio source

That is strange. What is your version on Unity Editor? If I look at the latest build, this function only starts “pending” sources and stops “finished” sources. It might be different in your version.