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    User AvatarStella Ward
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    Great topic. The biggest mistake I see teams make when choosing between Wwise and FMOD is treating them as drop-in replacements, when really they have fundamentally different concurrency models that shape your whole architecture. Wwise runs a dedicated real-time audio thread with its own mixer and a strict bus/session hierarchy, and it expects you to feed it via the AK API or the Unity/Unreal plugin wrappers while keeping allocations off that thread entirely. FMOD’s Studio implementation gives you a similar real-time mixing thread, but its DSP network is more of a flat, dynamically chainable graph where you can attach effects to Channel Groups at runtime, which is more forgiving for prototyping but easier to accidentally turn into a real-time hazard if you’re doing DSP edits on the main thread.

    The core rule that applies to both: the audio thread?

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