I’m working on a game, that at first seem too run fine, but…….
after it runs a long time the sound first stops to work,
[[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error]; returns a null and a little while later when I try to set a view equal to a new image, by view.image=, I get a error in my console that says to many files open,
ImageIO: CGImageRead_mapData ‘open’ failed ‘/Users/deno/Library/Application Support/iPhone Simulator/5.1/Applications/5A0C777C-70D1-4AA0-8D7B-04A1F734C932/cPetCakes.app/twinkles04fin32.png’
error = 24 (Too many open files)
right now I creat a new I’m creating a new AVAudioPlayer object each time a sound is played. Should I be re-using the object or some how freeing it??? Since I was not using a alloc, I was thinking that the object would be freed automatcly???
Code for sound
-(void) PlaySound: (NSString *) name
{
NSURL *url;
if ( [name compare:@"chasdog"]==0)
url = [[NSBundle mainBundle]
URLForResource:name
withExtension:@"wav"];
else
url = [[NSBundle mainBundle]
URLForResource:name
withExtension:@"mp3"];
NSError *error;
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
audioPlayer.volume=1.0;
audioPlayer.numberOfLoops= 0;
[audioPlayer play];
audioPlayer.delegate = self;
}
code that no longer loads in new images
self.image=gPetCakeB[gGame->mPetCakeId];
In the player delegate it’s needed to release the player once it’s stopped playing: