sure Paulo...but when after playing a while the memory builds up to double or more the size of all combined graphics,sounds and other stuff together then this is a sign of a memory build up...VPaulus wrote:@chris
I don't know if you've made that test in the beginning of the scenario or not, but remember that you have the chance to hear up to 3 different air sounds. It's random. You can move the three and only for example hear one movement sound in all the three. So the game might not have load all of them in the first moves and it could have just loaded one of those when you've checked it again.
With the attack sound it can happen the same, because , generally, you have three random sounds to be played. Only it's more heavier because you have also an animation file associated to it.
I made the test mid scenario (turn 15, Gazala Line)..as I said..in another ocasion the memory went up more..so that might have been another sound...obviously I wont sit down making two dozen tests making two dozen screens to proove something..it sort of has been prooven by the report of tjeren that the memory keeps building up and ultimately slows the game down...this is a sign of a classic memory leak where the application uses system memory but is unable to release it back to the system which then causes software aging (sudden performance degradation) ..when all memory is exhausted all attempts to allocate more memory will fail > crash or it creates a segmentation fault...in other word the application looses track of itself..this will crash too with the typical 0x0000000 -the memory could not be read error message
Obviously only the programmer can check the application for possible memory leaks..
As well I could be completely wrong and PzC application stores ever increasing information into the memory as a cache which then mkaes the cache grow so large to cause problmes...




