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    User AvatarEmma Ramirez
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    Hey everyone, quick follow-up: I followed the advice about moving the audio DSP work onto a dedicated real-time thread with fixed priority instead of letting it run on the main render thread, and the dropouts during big combat scenes with tons of simultaneous voices are finally gone. Turns out the failure mode was FMOD’s default thread setup getting starved under load, and swapping to a higher-priority RT thread plus tweaking the voice count limits fixed the root cause. Big thanks for the Wwise vs FMOD threading breakdown—that pointed me right at the culprit.

    "Overwatch 2 Top 500 Hitscan | 1600 DPI @ 2.5 Sens • EU Region"
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