I building a game where i have a lot of physics collisions. Object Bouncing into each other. For each collision I play a sound fx using the Sound Object.
The first issue i was facing was reaching the 30 sound channel limit, resulting in sounds not playing. This is really bad because it resulted in that a GameOver Sound FX didn't play
I Fixed this by disposing a SoundChannel if there was none left: Blogged about if here: http://bjeld.com/tips/32-soundchannels-limit/
So now my game behaves nice, and you can't tell that some bounce sounds gets disposed for giving room for new sound channel. But, When I look at Scout i can see a great overhead in "Dispatching Sound Complete" event.
So my question is. What do you do? have you run into this issue?
Has any one made an ANE for iOS to play Sound native?