I’m seeing this error with build 619 with my code. I’m not seeing it with build 605 or earlier. This is on the Mac simulator. I haven’t tried building a version for my iPad yet.
Since my code hasn’t changed, this is definitely related to changes you’ve made to the Corona.
As with others, if I change my audio.loadStream calls to audio.loadSound, the error goes away.
From reading the discussion above, I’m probably really pushing the sound system resources, even though I haven’t had any issues before. I have been pre-loading all my sounds (about 75) when the app first starts up. In my initial versions, I used loadSound for all sounds. But when I started working on an iPhone version, pre-loading that many sounds on a iPhone 3G took so long that the app would crash due to long load times.
So I then tried a combination of the two, where I’d use loadSound for the shorter sounds that I use throughout, and loadStream for some of the longer ones.
Anyway, in my current code sample, I’m only loading 24 sounds, 7 are loadSound, and 17 are loadStream. The error seems to trigger with just one of the sounds. If I change that one sound from loadStream to loadSound, the error goes away.
Happy to provide a complete build of this if that would help. [import]uid: 9905 topic_id: 14854 reply_id: 56760[/import]