Highway
15-10-2008 16:32:08
There is a problem when hitting the max number of sources. I seams they dont get released properly after releasing the sound object. That what caused the crash I posted in the Other Thread. You can test it by creating a loop that constantly creates, play and deletes a sound object. when the max number is hit ( 100 on my machine) it crashes when triggering the play method.
stickymango
15-10-2008 16:37:19
Hmmm, I shall try to debug that then. Is this in the multi-threaded version?
Highway
15-10-2008 16:45:12
jap it is. I think it could be that you forgot to call OgreOggSoundManager::getSingleton().releaseSoundSource(this); in the ISound Destructor
stickymango
15-10-2008 17:00:24
Yes your right, although its in the destroySound where it doesn't make its source available back to system. Thanks for debugging it though
Highway
15-10-2008 17:46:47
hmm it still crashes... perhaps the sources are not released properly
Anonymous
15-10-2008 17:49:45
Hmmm, I did a test where I capped the maximum sources to 2 and then created and destroyed 100 sounds and didn't have a problem... I'll try and look into it again
Highway
15-10-2008 17:57:18
ohh sorry:D , i do not merged the sources correcly.
It works!