media.playEventSound()

How would I remove sounds from memory in my game when I use media.playEventSound()?
Should I call dispose like I would with the audio API.

Thanks in advance [import]uid: 39088 topic_id: 11024 reply_id: 311024[/import]

anyone? [import]uid: 39088 topic_id: 11024 reply_id: 40208[/import]

Is there a way? [import]uid: 4596 topic_id: 11024 reply_id: 40732[/import]

Not that I found. I had to change all my sounds to the audio api the funny thing is that when I call audio.dispose it does not release and memory. still trying to figure out why. [import]uid: 39088 topic_id: 11024 reply_id: 40747[/import]

Are you setting the audioHandle to nil after using the audio.dispose( audioHandle ) method? [import]uid: 4596 topic_id: 11024 reply_id: 40753[/import]

Thanks for the reply.
Ya definately using my handles, no change in lua memory at all. Another funny thing is that just out of a hunch I tried audio:dispose(handle)Instead of audio.dispose(handle).I figured I would get errors because I used a : instead of a . inbetween audio and dispose.
Well I got no errors and memory did not change. So Idk. Memory leaks are a big issue I am facing as of right now. The only thing I can think of to is to manually put all my sounds in channels instead of letting the audio API mangage them. And try audio.dispose(channel) to free the memory.
[import]uid: 39088 topic_id: 11024 reply_id: 40816[/import]