I can't find the cause for this, it may be in the
WINMM.DLL file. Whenever the playback status of an
audio of video is polled, memory is allocated and does
not get freed until the program exits.
Once on a map, with a small (5kb, one minute long)
midi file playing as a looped background, the program
was allocating approximately one megabyte every three
minutes.
Memory seems to be allocated for the entire
audio/video clip, so the when the Stonehunter intro
sequence is playing, over twenty megabytes is
allocated to the engine.
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It definately seems to be in WINMM.DLL, 'cos I can't find
the bug in my code. I'll keep looking for a workaround to
free up the memory, otherwise the game would probably crash
after a few hours.
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This has now being fixed in a round-about way. The entire
game engine is being rewritten in C++ using Allegro and
FMod. This particular bug nolonger seems to occur.
Although, there are now many new bugs being discovered!