Audiokinetic's Community Q&A is the forum where users can ask and answer questions within the Wwise and Strata communities. If you would like to get an answer from Audiokinetic's Technical support team, make sure you use the Support Tickets page.

0 votes
I keep getting this message

Insufficient memory in pool: Communication. Attempted alloc size: 28 bytes. (Global)

in the profiler when connecting to our game, I've tried open a brand new Wwise session and connect the profiler to the game and the memory usage is below the limit. So I think there's something in my session that keeps accessing Communication memory sort of like a memory leak or something...Do you guys have any clue of what might be happening here?
in General Discussion by Corey C. (100 points)

2 Answers

0 votes
We just fixed such an issue on our project. It had nothing to do with the Communication Pool size. The sound bank (.bnk) simply wasn't loaded!

The weird thing is: if any non-streamed sound gets played, the bank is automatically loaded. But not for streamed sounds. So having a sound effect from this bank playing at any point before your music can change the whole thing.
by Beausoleil S. (140 points)
0 votes
This might not be exactly your situation, but I hope it will help you figure out you problem.

As far as I know, communication memory pool size has nothing to do with the runtime memory usage by gameplay. So it might not be caused by memory leak.

I started getting the same messages months ago, and each time I got this message the soundbank and memory profiler would stop working. At that time I simply set the communication memory pool size to larger numbers in Communication Settings in ue4 of Wwise until the messages are gone.

What was a problem is that, our project used to load all soundbanks in ue4 editor, so the set Maximum Number Of Memory Pools is very large. I gradually felt that it might be the reason why I keep getting those annoying messages ( Since the maximum number of memory pool is getting larger, the communication between game engine and wwise profiler will also need more and more memory to communication that information).

After a few weeks, we stop loading all banks in game engine editor. So I set the maximum number of memory pools to a much smaller value(255). And set the communication memory pool size to 1Mbyte. The message no longer appears and the soundbank and memory profiler returned to be working.
by 军懿 (160 points)
...