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Out of memory trying to load custom level #85
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If I trim the file to 300 first seconds, it goes further in loading the level:
It starts working at around 220 seconds of audio (240 seconds still fail). Device memory:
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Ah, thanks so much for the extremely detailed report. I really need to change the implementation of level generation so that it streams the entire thing. At present, it actually needs to process the entire level in one go before then deciding how to extract obstacles. I think this could realistically be improved to instead analyse the first 10 seconds of audio, find extract any obstacles, throw away the source information, then move onto the next 10 seconds (with a little bit of magic to make sure that any obstacle spanning the gap between each 10 second block is managed appropriately). Making this change would certainly address this issue. |
In fact, I think by adding a few unit tests, and perhaps a GUI tool to view the output of such processes, that would also help with not only improvements to this part of the game, but also it will help when trying to investigate better level generation strategies (i.e. #43). |
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