The way I currently handle audio in A3P, is that for each unique sound file, I load four sounds (using Audio3DManager.loadSfx) to serve like channels. So, each sound can have up to four instances playing at a time. So I guess my first question is, is this the acceptable method?
The other problem is, when I use OpenAL, a lot of my sounds (they’re Ogg Vorbis, but it happened with WAV too) get cut off before they’re done playing. sound.status() returns the correct results at the correct times, but the longer sounds get cut off long before they’re done.
When I use FMOD, the problem goes away, but performance goes down the tubes and I get a bunch of these errors:
Any idea what I’m doing wrong?