Depending on the settings when initializing the CRI ADX runtime library such as the Voice count limit (maximum number of Voices for each codec),
maximum playback rate, or maximum Track objects, the sound may differ.
These settings have trade-offs for playback load and memory usage.
In CRI Atom Craft, enough resources are always allocated for preview,
but in a real game, you need to determine these limits based on the processing load or memory footprint by discussing with the programmers.
Other than the Voice drop that may occur for each target, you can also check if there was any warning by registering a runtime error callback in the program.
In addition, you can reproduce the run-time conditions to some extent by changing the preview settings using CRI Atom Viewer.