I’m trying to implement an audio system based on the FMOD Studio API examples, and i’m having issues with releasing any of my EventInstances.
I have everything working, and my sounds are playing fine, (including a looping music event), however if i start and immediately release an EventInstance, then I get an access exception. I’m effectively doing this (with additional result error checking of course)
If i don’t release the instance, then everything runs fine, however I assume that it’ll eventually run out of memory over time.
I’m checking and confirming that indeed the EventDescription is a OneShot event.
The same occurs if I stop and release a looping audio event, or ANY of my events for that matter.
I am working on iOS, and i get an “EXC_BAD_ACCESS” exception. It appears to be in the FMOD::AsyncManager::isInAnyAsyncThread() method.
Does anyone have any suggestions?