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.
Hmmm, I shall try to debug that then. Is this in the multi-threaded version?
jap it is. I think it could be that you forgot to call OgreOggSoundManager::getSingleton().releaseSoundSource(this); in the ISound Destructor
Yes your right, although its in the destroySound where it doesn't make its source available back to system. Thanks for debugging it though
hmm it still crashes... perhaps the sources are not released properly
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
ohh sorry:D , i do not merged the sources correcly.