Comments (4)
This bug is caused by not processing several triggered internal audio events (event_sound_started and event_sound_stopped). These events were getting created, but never processed causing the internal sound events to become all used. The solution is to properly process all events in the audio interface tick function and reset events once they have been processed. This had nothing to do with the number of simultaneous sounds set for each track. The total number of events allocated was set to 32 so the bug would be evident after 32 total sounds had been played after initializing the audio system.
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The bug is actually triggered much faster than 32 sounds played as several internal events are actually triggered when each sound is played.
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Time to create some additional methods to support better audio tests so I can write a test for this before fixing it.
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Should be fixed now
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