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Benchmarks

Memory Allocation

Resource TypeAverage Size
Track3 MB
Theme10-30 MB
Bundle10-30+Track MB

DSP Load (Unreal)

Setup DescriptionPlatformApprox. DSP Load
10 Instruments playing interactively10 y/o Desktop PC~10%
10 Instruments playing interactivelyApple M1 Laptop~4–5%
  • These measurements reflect live granular playback of interactive music using the Reactional plugin.
  • Test has been made with 6 Samplers + 1 Commercial Track on a Low-end Android phone with No issues.

Memory Usage (Runtime)

Factor DescriptionTypical RAM Footprint
Minimal instrument (short notes, limited range)~4 to ~10 MB
Complex instrument (long notes, wide range)Up to ~150 MB
Stereo commercial audio track~1 MB per minute
  • RAM usage depends entirely on how the instrument was authored in Composer, factors include note length, pitch range, round robin variations, and velocity layers.
  • Once loaded, playback RAM usage is stable regardless of music length: a 1-minute or 10-hour soundtrack using the same instruments will not differ in memory consumption.

Storage Footprint

Resource TypeFormatApprox. Size
Instrument Sample BankEncrypted + Compressed OGG~0.4 – 11 MB per instrument
Stereo Commercial TrackCompressed OGG~1 MB per minute
  • All audio assets are stored using the OGG Vorbis compression format. Instrument sample banks are additionally encrypted to prevent unauthorized extraction or modification.
  • Sample banks are sized per instrument, as they contain many short, pre-rendered note fragments used for granular playback. Their size depends on how the instrument was authored in Composer, including note length, pitch range, velocity layers, and round robins.
  • Stereo commercial tracks, on the other hand, are linear full-length files, similar to traditional music playback, so their size is based on duration, typically averaging ~1 MB per minute.

Performance Benchmarks

Add senarios from Nodes and Scripts, Events

ScenarioCPU LoadMemory Usage
Single Theme Playback2-3%50 MB
Theme Transition (Crossfade)5-7%+30 MB
3D Spatial Audio (10 emitters)4-6%+15 MB
  • Comments...

Best Practice

  • Concider Heavy blueprint Nodes as LoadBundle should in most cases be called in Async mode.