StopChannel frees the channel?

BlitzMax Forums/BlitzMax Programming/StopChannel frees the channel?

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

Hello.

Been having all sorts of aggravation with sound for a few days now. I just found a few old threads that say StopChannel frees the allocated sound channel as well as stopping the sound. This confusion seems to be the cause of the problem.

Thing is, I don't want the channel to be freed! I'm allocating them manually to make it easier to keep track of how many sound channels I'm using.

What's the best way to stop a sound (a looped sound in my case) without freeing the channel as well?

[edit] Just noticed that after a channel has been manually stopped (and consequently freed), the value remains non-null therefore garbage collection doesn't pick it up. That can't be right, can it??