We are having a memory leak problem caused by the sound system. I am trying to find out what is going on.
If I am calling FSOUND_Close() and then an FSOUND_GetMemoryStats(…)
shouldn’t the currentlyAllocated memory be 0 at that point?
Am I understanding this incorrectly?
Can I call GetMemoryStats after calling Close() or is that invalid.
Cause based on that I seem to be loosing about 225600 bytes on every call I make to the sound system.
Note that we are loading our sounds from a proprietary package file. I am getting ready to try the system loading the sounds straight from the wav files.
Also I made sure no streams are being used. Only sound samples that are being allocated with the FSOUND_FREE option as follows:
FSOUND_Sample_Load(FSOUND_FREE, filebuf, FSOUND_LOADMEMORY | FSOUND_8BITS | FSOUND_MONO, 0, sizein);
Here is more information on this.
For every sample I allocate FMod allocates the sample size plus 23009 bytes.
When I free the samples. It frees the sample size plus 329 bytes. So I have 22680 bytes extra that do not seem to be freed.
Is this possible?
- fhunter asked 11 years ago
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