I thought you said it only occured when stepping through the code in debug mode? How many of your end users are going to be doing that?!
In my games the memory leak occurs all the time with OpenAL but not FreeAudio and I'm using the same BlitzMax commands for both which is why I know it's an internal Blitz/OpenAL issue (tested on multiple PCs). But I can't seem to duplicate that with a reduced down code sample unless I use the debug mode stepping through technique shown above. I had to post something that demos the problem in order to get this bug noticed and fixed by BRL (I hope).@TaskMaster: I don't want to derail this thread as I *really* want to get this bug fixed, but yeah as xlsior says, my new game is Unwell Mel. If it was Shop N Spree I'd be equally pleased because it's awesome (their last game, Fast Class Flurry was a fantastic piece of work too).