Hi Andreas, When you release an AudioPath, it does in fact linger around for something like half a second, so this would explain what you are seeing. AudioPaths do this so you won't get an annoying click if there's any sound still in the path at the time of destruction. The solution is to use the same AudioPath over and over. This would also be more cpu efficient. You should keep a pool of AudioPaths that you create up front, set to a max number that ensures the AudioPaths are all created from hardware sound buffers, so it doesn't spill over to software. Numbers like 24 are very safe with today's hardware. Keep the AudioPaths deactivated when not in use, so they don't eat cpu unnecessarily. Grab a path from the pool every time you need one and then return it when done. For GDC 2001, we added 3D sound effect to 3D Donuts using this technique. The code also does automatic AudioPath swapping to handle more objects than there are AudioPaths, by comparing distances from the Listener. This code is free to use, though I don't know where it is posted these days. Somebody on the list might be able to point you to it. However, it does more than you need, so it's not critical. Along the same lines, I wrote programming chapters for the upcoming book, "DirectX Audio Exposed" from WordWare, and there's a chapter dedicated to this, also with sample code. Unfortunately, it won't be out till end of summer. I notice your AudioPath has the name "Ap_reverb". I'm assuming this is a shared reverb, and not a reverb in the path itself. If each path has its own reverb, the cpu cost is very high. Just in case... Todor Fay NewBlue, Inc. -----Original Message----- From: directmusic-bounce@xxxxxxxxxxxxx [mailto:directmusic-bounce@xxxxxxxxxxxxx] On Behalf Of Andreas Seebeck Sent: Monday, May 26, 2003 6:21 AM To: directmusic@xxxxxxxxxxxxx Subject: [directmusic] Understanding Audiopath Creation in Script Hello, we are making a game were also sfx is managed by dm. As we have to give each played sound its own volume, we make it this way right now: e.g.: sub playhit set ap = Ap_reverb.create ap.setvolume vsfx dummy.play IsSecondary, ap end sub Now the program sometimes generates an error when trying to create the audiopath. It seems to be dependend on how fast the ap's are created (How many sounds/segments are started in a time). As we have thousands of soundeffects starting during a game it would be good to know if an ap is destroyed after usage automatically, and if there is a maximum amount of used ap's Does anybody know? Thanks in advance, Andreas Seebeck