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Using multi-channel audio support causes memory leaks #12
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Hi OlafZwe, |
Hi, I had tried, but I can't find memory leak. |
To reproduce the memory leak (and CPU usage spike), make the following changes to the Demo scene:
Running this Demo scene spikes CPU and memory usage, and this usage does not go down when stopping the scene in the editor. |
I do the same thing but the memory usage didn't raise over time. |
A (native) memory leak occurs when using the following setup:
Enabling all audio channels by initializing the decoder with
enableAllAudioCh = true
.Pulling that multi-channel audio data using the C# function
getAllAudioChannelData
.This memory leak appears to occurs both when testing in the Unity editor, as well as in a standalone Windows build of the Unity app.
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