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I though of this too, but I never start sounds during the same frame (not the same sfx, and the others use a diffrent channel space). So even though I will have to fix that at some point it shouldn't be the cause of the problem right now.Why are you resetting all channels in initSfx?
Another issue is that if you are starting new sounds close together quickly - for instance multiple sounds are started per frame then you can run into issues with this approach. The current nds implementation runs a thread in the background to update the status of each channel. I suspect the issue is that you are stopping a sound just as it is starting. If you try to start a channel and immediately check to see if it is playing the it will return false. You can either keep track of the play time your self ( and will know when it should finish) or you can keep track of the channel you start on last time and start with the next channel.