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I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need several allocators (for systems such as audio, rendering, etc) but I am unsure of how they will be accessed. I do not use singletons, so I can't just have something such as AudioManager::GetInstance().get_allocator(). Instead, I need to find a different method of usage but I am not sure of how.

How can I store and call my allocators needed for several different systems over engine in an efficient manner?

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This does a great job explaining stuff like this, because you are overloading new and delete for allocating and deallocating, you can just say "allocate using audio allocator" or something like that...

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