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Is this a known problem that when using HW2D or HW3D together with FSOUND_Sample_SetMaxPlaybacks, as soon as the maximum number of samples are being played parallel, all subsequent calls to FSOUND_PlaySound will fail (even if the samples have long since finished playing)?

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Yep, the new .dll fixes the problem. Thanks! ๐Ÿ˜€

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Although I seem to have another hardware channel related problem with this new dll. As soon as I use HW3D I get some strange behaviour of 3d sounds: random crackles and 3d sounds at max. volume when you should barely be able to hear them.

Using the the old (3.71) dll or using software channels, everything works fine.

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Ok, I will try to come up with some small testbed tomorrow (it’s now 3:10 a.m. where I live ๐Ÿ˜‰ )…

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