Avoided a memory allocation error of SDL EnginePlayer on Android version when loading more than 32 audio samples at same time.
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@@ -184,7 +184,13 @@ JMusic *JSoundSystem::LoadMusic(const char *fileName)
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const SLboolean req[2] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE};
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result = (*engineEngine)->CreateAudioPlayer(engineEngine, &music->playerObject, &audioSrc, &audioSnk, 2, ids, req);
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DebugTrace("result " << result);
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if(result == SL_RESULT_MEMORY_FAILURE){
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delete music;
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mCurrentMusic = NULL;
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return NULL;
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}
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// realize the player
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result = (*music->playerObject)->Realize(music->playerObject, SL_BOOLEAN_FALSE);
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DebugTrace("result " << result);
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@@ -303,6 +309,12 @@ JSample *JSoundSystem::LoadSample(const char *fileName)
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1, ids, req);
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DebugTrace("result " << result);
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if(result == SL_RESULT_MEMORY_FAILURE){
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delete sample;
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mCurrentSample = NULL;
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return NULL;
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}
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// realize the player
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result = (*sample->playerObject)->Realize(sample->playerObject, SL_BOOLEAN_FALSE);
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DebugTrace("result " << result);
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