Just doing final checks on my game. Right now in the debugger I got it down to 94mb memory usage. Great, since it was running around 230 before I started to optimize .
Anyway, when I load the game up in Xcode (CJS exported) and run Instruments to test how much memory the game is actually using on my iPad mini it comes in around 203mb. I am using the Preload Sounds setting for my project, could this extra 100+ mb of memory be my sound files? All my sound files combined is 2.4mb, but I am not sure how they translate into memory usage. Audacity shows them at 44hz 16 bit stereo sound. If sound could make this big of a difference, I would consider down sampling them if need be.
If it's not the sound, what could attribute to the increased 100mb of usage from the debugger to xcode?
@Ashley, any input would be great.
I reread the recent memory management post and I have a better understanding of sound. I have 48 individual sound files. Even assuming each one is 1 second long (though most are not), that would only equal about 8mb of memory. Unless my math is off, but 172kb per 1 second of stereo sound, times 48 = 8,256kb.