I’ve posted another question yesterday,

[color=orange:fg3p1n66]”FSOUND_Stream_Play() and FSOUND_Update() in NONREALTIME???”[/color:fg3p1n66].

There has been no one to answer, but I need a little help: I need to be explained, what [color=orange:fg3p1n66]FSOUND_Update()[/color:fg3p1n66] does.

I’ve got a user defined stream and want to play it with


in Output mode NONREALTIME

[color=orange:fg3p1n66]FSOUND_SetOutput(FSOUND_OUTPUT_NOSOUND_NONREALTIME)[/color:fg3p1n66] .

FSOUND_Update() increases the memory used by my application. When the stream plays some time the application does consume about 150mb of mem and then windows posts a warning because of less memory.

Isn’t there any way to free memory not recently used?

Please help me, its very important.



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