Sound occlusion test occur less if the sound is further away
Don't create a new array every time we get ISceneCollisionEvents
HeavyGarbageRegion can be a ref struct
Use allocation free lock in MixBuffer
MultiChannelBuffer doesn't make an array
Mixing thread only sleeps if it has time to
Casting methods use SuppressGCTransition
Use shared buffer for ConvertToBinaural
LowPass processor uses Vector<T>
Minimize allocations in mixer
Pass WrappedPropertySet as in
Remap lowpass so it doesn't kick in until it should