NAudio - DirectSoundOut in memory even after disposal [Answered]

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Unknown UserOP3y ago
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realivanjxツ
realivanjxツ3y ago
you didnt dispose the stream?
Kouhai
Kouhai3y ago
Are you re-reading the file 3-4 times per second?
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Unknown UserOP3y ago
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Kouhai
Kouhai3y ago
First off, that would hinder performance. Second, add a method that you can execute when it get's laggy, in that method call Gc.Collect() and see if it makes a difference
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Unknown UserOP3y ago
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Kouhai
Kouhai3y ago
I don't think there's a memory leak in NAudio, can you send a screenshot of the objects after calling Gc.Collect?
Unknown User
Unknown UserOP3y ago
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Kouhai
Kouhai3y ago
Oh, I meant a SS of the profiler 😅
Unknown User
Unknown UserOP3y ago
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Kouhai
Kouhai3y ago
Np
Unknown User
Unknown UserOP3y ago
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Kouhai
Kouhai3y ago
Okay, where are you disposing the DirectSoundOut?
Unknown User
Unknown UserOP3y ago
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Kouhai
Kouhai3y ago
PlaybackStopped won't be called because you're using WaveChannel32
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Unknown UserOP3y ago
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Kouhai
Kouhai3y ago
Try using Wave16ToFloatProvider
Unknown User
Unknown UserOP3y ago
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Kouhai
Kouhai3y ago
Yes, that's okay
Unknown User
Unknown UserOP3y ago
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Kouhai
Kouhai3y ago
The problem with WaveChannel32 is it never stops providing data even after the file's been fully read 😄
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Unknown UserOP3y ago
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Kouhai
Kouhai3y ago
Np, make sure to remove Gc.Collect as well 👍
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Accord
Accord3y ago
✅ This post has been marked as answered!

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