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#ActualPatriarch K

Posted 06 December 2012 - 03:20 AM

I'm making a game (In java) with a lot of audio and music in it, but the music files are pretty big and high quality so they are taking up a lot of memory. It works fine when I run it, but if i complete level and come to the next one then the music from the first level will music.stop() and the music from the second level will level2.start(). I can only do this by completing 3 levels and then the game crashes and I get the message:

Exception in thread "AWT-EventQueue-0" java.lang.OutOfMemoryError: Java heap space
at com.sun.media.sound.JavaSoundAudioClip.readStream(Unknown Source)
at com.sun.media.sound.JavaSoundAudioClip.loadAudioData(Unknown Source)
at com.sun.media.sound.JavaSoundAudioClip.<init>(Unknown Source)
at sun.applet.AppletAudioClip.createAppletAudioClip(Unknown Source)
at sun.applet.AppletAudioClip.<init>(Unknown Source)
at java.applet.Applet.newAudioClip(Unknown Source)
at Game2.<init>(Game2.java:303)
at Map$1.keyPressed(Map.java:205)
.....blabla bla bla bla

I tried to remove the music files by changing the path to the music to the wrong way so the game couldn't find the music and then it worked. Can you somehow empty the memory usage from the last level and refresh it on my new level so that I don't have to care?

#2Patriarch K

Posted 06 December 2012 - 03:20 AM

I'm making a game (In java) with a lot of audio and music in it, but the music files are pretty big and high quality so they are taking up a lot of memory. It works fine when I run it, but if i complete level and come to the next one then the music from the first level will music.stop() and the music from the second level will level2.start(). I can only do this by completing 3 levels and then the game crashes and I get the message:

Exception in thread "AWT-EventQueue-0" java.lang.OutOfMemoryError: Java heap space
at com.sun.media.sound.JavaSoundAudioClip.readStream(Unknown Source)
at com.sun.media.sound.JavaSoundAudioClip.loadAudioData(Unknown Source)
at com.sun.media.sound.JavaSoundAudioClip.<init>(Unknown Source)
at sun.applet.AppletAudioClip.createAppletAudioClip(Unknown Source)
at sun.applet.AppletAudioClip.<init>(Unknown Source)
at java.applet.Applet.newAudioClip(Unknown Source)
at Game2.<init>(Game2.java:303)
at Map$1.keyPressed(Map.java:205)
.....blabla bla bla bla

I tried to remove the music files by changing the path to the music to the wrong way so the game couldn't find the music and then it worked. Can you somehow empty the memory usage from the last level and refresh it on my new level so that I don't have to care?

#1Patriarch K

Posted 06 December 2012 - 03:16 AM

I'm making a game with a lot of audio and music in it, but the music files are pretty big and high quality so they are taking up a lot of memory. It works fine when I run it, but if i complete level and come to the next one then the music from the first level will music.stop() and the music from the second level will level2.start(). I can only do this by completing 3 levels and then the game crashes and I get the message:

Exception in thread "AWT-EventQueue-0" java.lang.OutOfMemoryError: Java heap space
at com.sun.media.sound.JavaSoundAudioClip.readStream(Unknown Source)
at com.sun.media.sound.JavaSoundAudioClip.loadAudioData(Unknown Source)
at com.sun.media.sound.JavaSoundAudioClip.<init>(Unknown Source)
at sun.applet.AppletAudioClip.createAppletAudioClip(Unknown Source)
at sun.applet.AppletAudioClip.<init>(Unknown Source)
at java.applet.Applet.newAudioClip(Unknown Source)
at Game2.<init>(Game2.java:303)
at Map$1.keyPressed(Map.java:205)
.....blabla bla bla bla

I tried to remove the music files by changing the path to the music to the wrong way so the game couldn't find the music and then it worked. Can you somehow empty the memory usage from the last level and refresh it on my new level so that I don't have to care?

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