I'm using the new sound engine, and importing short .wav sound files. So far I don't have enough going on in my game that there should be any sort of audio or visual slowdown, but the sound always plays the same. The first sound effect will start out normal, at full volume, then quickly act as if the speaker playing it was muffled. Some sounds will barely squeak through, and most don't play at all, or play so quietly they can't be heard. Whether there's one sound playing or hundreds at once, this issue persists. It's happened on my desktop and laptop, on multiple versions of both Windows 7 and 8, in run mode, debug mode, and as a standalone .exe. Originally I thought this was a GM Studio issue but this was supposedly a problem with a fix in the works around September, so I waited for a patch that never helped anything. Or never came.
I'm wondering, for anyone who suffered this similar sound issue with the new sound system, is it still a problem or was it fixed in an update? Am I possibly using the new system wrong?
Just now, I tried messing with some settings (changing number of channels) and converting my sounds to .ogg at 80 quality in case that was the issue. Same results as before. Previously I was letting GM:S convert them to whatever defaults they normally came with, I think 192 kbit/s MP3 or 21 quality .ogg 'normal sounds'
My sound initializer code:
I don't really see anything wrong with my code. It might make sense if the sounds were being cut off because I'm reaching the limit, but considering the very first sound to play gets cut off within a few steps, it seems extremely unlikely. If anyone can shed some light on what might be happening here I'd love you forever. I've been bothered by this pesky sound glitch for months and it's taking a toll on my nerves...
edit: I'm using the Steam version of GM:S if it matters. 1.1.750, Windows exporter.