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I’m posing this as a question, not a bug. My code needs to be fixed, but I’m curious.

Upon the 16th call to Factory.System_Create (C#), fmod takes my app and kicks it in the nuts (so to speak). The result is that the app quietly dies without an error, without any sort of a message, it just disappears.

This is consistently happening with the 16th instantiation. Like I said, it’s a situation that needs to be rectified in my code, but I’m curious if this was a result of code-enforced limits or something more sinister. I don’t think someone would intentionally cause an effect like this, so I’m leaning towards the latter, possibly even a resource issue, but I couldn’t find anything in the documentation about a limit on instances, so I thought I’d ask.

Thanks!

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You -really- shouldnt be creating 16 system objects, you should be creating 1. Each system object creates a full mixer instance, a mixer thread, a stream thread, and initializes the soundcard. Why do you want 16?

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I don’t. Like I said, it was a bug in my code that I’ve since rectified. I was just asking for my own personal curiousity. The reason why it was creating multiple system objects was because the user is able to open multiple instances of their files and each one was creating an instance of an engine, each of which created an instance of the system object. I’ve since gone to ref counting the allocation/dispose requests and only creating the system object once.

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ah ok, i’ll check here what happens after 16 creates anyway and see if its missing an error code it should be returning.

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ok found the problem after the 16th there was some freed memory being referenced. fixed now.

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Excellent. Thanks a lot.

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