Hi all, I have some difficulties to make work audio in my game properly.
After some time, all sounds in my game stop, both on simulator and on device. I use a module for a sound table like this:
[lua]
local soundTable={
waveSound = audio.loadSound( “sounds//victory3.wav” ),
loopSound = audio.loadSound( “sounds//loop.wav” ),
--//asteroidsModule//–
boomSound = audio.loadSound( “sounds//boom4.wav” ),
scoreSound = audio.loadSound( “sounds//score.wav” ),
--//invadersModule//–
splatStrisciaSound = audio.loadSound( “sounds//splatStriscia.wav” ),
--//shipModule//–
laserSound = audio.loadSound( “sounds//blast.wav” ),
engineSound = audio.loadSound( “sounds//jet3.wav” ),
nukeSound = audio.loadSound( “sounds//nuke.wav” ),
brakeSound = audio.loadSound( “sounds//teleport.wav” ),
resetSound = audio.loadSound( “sounds//gameover.wav” ),
--//ufoModule//–
ufoBoomSound = audio.loadSound( “sounds//ufoBoom.wav” ),
laserUfoSound = audio.loadSound( “sounds//ufoBlast.wav” ),
}
return soundTable
[/lua]
and when I have to play a sound I use for example:
[lua]
local clearSound=function() audio.stop( loopChannel )end
local loopChannel = audio.play( soundTable[“loopSound”],{onComplete=clearSound} )
[/lua]
On simulator I see this errors:
audio error: No channels available for playingWarning (a lot of this in sequence)
and
audio.stop() called with nil. To stop all channels, call audio.stop() with no parameters
Corona version 2014.2393 (2014.8.5)