This method of memory management is popular for open world games, where the actual audio needed for a specific use case is difficult to determine ahead of time. The primary disadvantage of this method is that just because USoundWave is loaded, this does not guarantee that the audio will be immediately playable. However, the benefit is a system that lets designers reference as many audio assets as they want without overstepping memory boundaries. The system also provides a way for engineers to load and reference chunks of compressed audio without relying on the state managed by the audio engine. Also, mitigating latency when playing back audio with the stream cache is easier than mitigating memory issues without the stream cache.