ok, this is odd but i narrowed down the issue to this situation:
sound object A linked to an ogg file, gain 0.6, speed 1, no loop
sound object B linked to the same file, gain 0.6, speed 3, no loop
the second object is used only in a particular game mode and if i activate that mode, after several sound plays, i get the sound buffer full error
if i don’t play that sound object, i don’t have the error
i’ll continue to investigate but this are the evidences right now and i’m puzzled
edit: if i set object B speed to 1, no error
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britzl
2
Please share a minimal repro case if you can.
spam the speed 3 button to get the error
the same does not happen with speed 1
SoundBufferFull.zip (70.6 KB)
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were you able to reproduce the issue or is it something in my code?
I have reproduced it, and the issue is that for some reason, the sound never stops “playing”, and thus the internal buffers keep counting up.
Added an issue here:
EDIT: This is probably a relatively easy issue, if anyone in the community would like to try to help out by fixing bugs and issues.
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