fix(audio): correct sample limit tracking and source leaks#182
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Fixed a bug in OpenALAudioManager and MiniAudioManager where the engines would continuously allocate new hardware sources without terminating lower priority sounds, eventually exhausting all available physical sources. Also corrected the sample count logic in MiniAudioManager to only evaluate 2D and 3D sample types rather than all playing sounds.
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Description
Fixes an issue where Voiceovers (like "You are victorious" or General Challenge taunts) were not playing, especially during late-game or heavy combat scenarios.
Changes
event->setHandleToKillinisPlayingLowerPriority()for both audio managers. Previously, when the maximum sample limits were hit (e.g., 64 2D sounds), the engines continuously generated new hardware sources without freeing older lower-priority ones. This eventually exhausted all physical sources (usually 256) and silently dropped new sounds.MiniAudioManager::getNumAvailable2DSamplesandgetNumAvailable3DSamplesto calculate available samples by only countingPAT_SampleandPAT_3DSamplerespectively. Previously, it counted the entirem_playingSoundslist (which includes Music/Streams), keeping available samples at 0 and triggering continuous lower-priority replacements.