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I need some advises and answers
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[quote][b]s_i[/b] wrote: Tested. That did not help. If 1024 ISounds return pointers, game needs more time before engine->drop(), (250+ ms). If less from 1024 ISounds return pointers, game needs less time before engine->drop(). (and crashes rarely) If 0 sounds from 1024 ISounds return pointers, game needs no time before engine->drop(). (game does not crash) Do not worry much. 1024 looped ISounds is unreal big number, only for tests. One time from 25 times my game crashed with 31 played looped ISounds (ie between 1st and 3nd lines without any Sleep() ). But 31 is also big number. [b]Update.[/b] Halleluja! I found next solution for this problem. Instead of Sleep(250) I inserted some functions for deleting few non-sound game resources (memory deallocation commands) between 1st and 3nd lines. They do not last 250 ms, work almost instantly -- I do not know why, but the game does not crash. Tested many-many times with DirectSound and WinMM. Strange, because these resources are not associated with sound. May be the cause in a way that the Windows manages memory?[/quote]
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