Closed doublebee022 closed 6 years ago
Also to note, this is a GMwwise exception, not a GMS2 exception.
Update: It seems to be an issue with the number of banks, not their loaded size...I consolidated the contents of 2 of my banks to 1, and now all the sounds are loading and playing. So there seems to be some kind of limit on the number of sound banks one can have loaded at any time...is there any way around this?
I'll look into this as soon as I can! In the mean time, a couple questions:
I think you fixed this already - sorry about the delay, been busy - here are the answers anyway for the record.
Oops, spoke too soon...!
It seems that I can't have more than 20 memory pools. I'm making a pretty complex game that has to have a lot of simultaneous banks open at once...
I have 20 memory pools listed in the advanced profiler, including the stream manager, monitor, etc. as well as proper banks.
Note: I found the line of code and altered it using github's tools. I hope I did it right, as it was my first such attempt. I felt bad that we're all making you do the grunt work...but I'm not sure what the next steps are.
The newest will hopefully have resolved this issue for you! Please feel free to re-open it if you continue to encounter problems :)
So far everything's been working fine with this integration! Until today..
I added the latest in a series of sound banks to my growing project, only to be met with the following exception:
Unable to load bank "foo":
Error (52): Insufficient memory to store bank data.
Commenting out another bank previous to "foo" stops the error, but I'm wondering why I'm getting this seeing as the profiler lists my overall bank footprint size to be ~6.8 megs. I'm using a combination of conversion settings: Vorbis, ADPCM, and a streamed music file. What gives? How can less than 7 megs possibly be too big a footprint?