Sure thing. I have an object at the very beginning of the game calling;
I'm having issues with the 256 limit; it seems to store every sound played permanently.
I can load a sound, play it 255 times, then wait a minute and play one more sound. That crashes the extension; it says it can only play 255 sounds at once, even though I'm only really playing one.
Does this system crash after 256 TOTAL sound played? If so, it seems pretty useless. Any other suggestions for .ogg?
That cannot possibly be so; I have a sound played once every 10 game ticks (45 per second) for 2 objects, and that room stays active for over a minute. If it was 256 sounds played, I would be experiencing many crashes.
Are you sure you aren't reloading the sound 255 times?
I think if you continuously call caster_load, and never call caster_free that could cause serious issues, but other than that, it seems to work fine for me.
Care to share your code?
wBullet1=caster_load("AUDIO\wBullet1.ogg")
wBullet3=caster_load("AUDIO\wBullet3.ogg")
wBisonSpawn=caster_load("AUDIO\wBisonSpawn.ogg")
wBisonDeath=caster_load("AUDIO\wBisonDeath.ogg")
wBisonHit=caster_load("AUDIO\wBisonHit.ogg")
wBisonShoot1=caster_load("AUDIO\wBisonShoot1.ogg")
wBullet2=caster_load("AUDIO\wBullet2.ogg")Etc. Then I play sounds using caster_play(oInit.wBullet1,volume,1)Etc. I noticed that playing the game for a while would result in the 256 sound error (or sometimes it would just say Internal Error.) I didn't know what was causing it, so I tested using
repeat(253) caster_play(oInit.wBullet1,0.01,1)Once on Alt Press, then playing a few sounds after waiting ~20 seconds, and it crashes every time. There is no extended silence on the sound or anything either. This is on GM8 as well. Does this extension not work for 8.0?



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