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I sometimes get the error:

"The specified channel has been reused to play another sound"

What it means is pretty obvious but what puzzles me is why it happens when I set number of channels to a number that it is by far larger than the current channel-usage when I get the error. Also, since the event connected to the channel that get stolen gets affected in some and in a worst case turns silent then how do I catch the channel-stealing so I can do something baout it. Or should the channel stealing never happen?

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what version of the api are you using? The last ‘channel leak’ bug was fixed in the latest release.

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Last time I saw it was on the PS3 running 4.6.3. I saw that the leakage was fixed in 4.6.7 but despite this one the question remains: Should channel stealing ever appear and if so then how do I catch it to avoid possible errors.

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