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Hi mates!

Is anybody having memory leaks on the iPhone?
I have many of them! using former version (not current one)

Thanks a lot.

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Are you calling Sound::release and System::release?

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[quote="peter":1p93kh9l]Are you calling Sound::release and System::release?[/quote:1p93kh9l]

Yes, but my game only uses 10 different sounds and I call release at the end of my program, however I see differenet leaks in the middle of my program execution. Is there any open issue or bug about memory leaks on the iPhone? Maybe my problem is my sound manager class. By the way, is there any sound manager over there available to use with the iPhone?

Thanks a lot.

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[quote:2dqsv4rh]Is there any open issue or bug about memory leaks on the iPhone? [/quote:2dqsv4rh]
There are no known memory leaks for FMOD iPhone.

[quote:2dqsv4rh]is there any sound manager over there available to use with the iPhone? [/quote:2dqsv4rh]
No, not that I am aware of. What sort of functionality do you need from this sound manager?

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[quote="peter":2vmgikyp][quote:2vmgikyp]Is there any open issue or bug about memory leaks on the iPhone? [/quote:2vmgikyp]
There are no known memory leaks for FMOD iPhone.

[quote:2vmgikyp]is there any sound manager over there available to use with the iPhone? [/quote:2vmgikyp]
No, not that I am aware of. What sort of functionality do you need from this sound manager?[/quote:2vmgikyp]

Thanks for reply.

With a sound manager I say for example a class (singleton) like SoundManager.cpp/h. A higher level class or library over FMOD with methos playEffect, playBackgroundMusic, stopBackgroundMusic, similar to this one:
http://www.cocos2d-iphone.org/wiki/doku … n:cookbook

Is there anything similar for FMOD created by hobbist or professionals over there?

Thanks.

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There is no such high level library that I am aware of. There are a couple of things you could do to make it a little easier to work with like ref counting sounds, but most of these niceties come at the cost of performance.

For example:
[code:aj58cv64]playEffect:@"mysound.wav"[/code:aj58cv64]

In FMOD this is more complicated, you have to createSound and then playSound, but for good reason. If you play that effect twice you can reuse the same FMOD::Sound object meaning you don’t have to load it twice. You could cache all the loaded sounds in a map and do a look up in playSound, but the convenience of referring to sounds with strings comes at the cost of a lookup and memory for the map. On low powered devices such as iPhone, you generally want to keep memory and CPU usage as low as possible.

-Pete

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