5 Hours Ago
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