Hi,
same error here, on a Mac 10.7.4 and using Corona code 842.
Setting:
I’m playing a loadStream() background music track and then some loadSound() loaded sounds on top of it.
The main character is a Polar Bear walking over snow, so I attached the sounds for the steps (crushing snow sfx) to the frames - doing this I can syncronise the steps to the sound fx very accurate.
The sound channels for the snow steps are fixed and nothing is disposed while playing, I always double-check:
-- play sound
Globals.stopPlayAudio = function( soundHandle, sndChannel, doesLoop )
if sndChannel then
if audio.isChannelPlaying( sndChannel ) then
audio.stop( sndChannel )
end
end
if doesLoop then
audio.play ( soundHandle, { channel = sndChannel, loops = -1, fadein = 300 } )
else
audio.play ( soundHandle, { channel = sndChannel } )
end
end
local function onFrame( event )
local frameNo
frameNo = myMainSprite.frame
if frameNo == 2 then
Globals.stopPlayAudio( sndSnowStep01, sndSnowStep01Channel, false )
elseif frameNo == 6 then
Globals.stopPlayAudio( sndSnowStep02, sndSnowStep02Channel, false )
end
end
In this case the sounds in the enterFrame-Listener are played very often.
Maybe therein lies the problem?
Best,
Andreas
[import]uid: 107675 topic_id: 29127 reply_id: 118187[/import]