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As the title says.

What I’m doing is unloading projects from memory when there are no events from that project currently playing, as you would to free up unused memory. I’m running into a problem where if an event is created and destroyed relatively quickly (quick one-shot events), and it’s the only event playing in its project, the project itself unloads fine ( EventProject::release() returns FMOD_OK ) but the next call to EventSystem::update() causes a crash (access violation).

Light?

Cheers,
– Meredith

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Hi meredith, welcome to the FMOD forums!

That sounds like a serious bug and we will look into it, I have a few questions for your first:

What version of FMOD are you using?
Are you calling FMOD from multiple threads?
How are you determining that the event has finished?
Are you calling EventProject::release() inside a callback?

-Pete

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Thanks for the quick reply!

  1. Version 4.32.01
  2. No.
  3. By handling the FMOD_EVENT_CALLBACKTYPE_EVENTFINISHED callbacktype in the event callback.
  4. By extension of 3, yes. Would this cause a problem?

Cheers,
– Meredith

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Heya again,

Turns out that it was calling release inside the callback that made it cough. It’s all shiny now.

Thanks for pointing me in the right direction!

Cheers,
– Meredith

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Glad to hear it’s all working. Yeah those callbacks [i:3chovaa4]should[/i:3chovaa4] be safe for most things but releasing objects in there can be hazardous. I will update the documentation to reflect this.

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