Hello, I've encountered a strange issue with my current game. I'm getting a slow memory leak as I progress through the frame and I don't know why.
In my frame, the player is able to "move" throughout the environment in a psuedo-free roam way by playing pre-rendered movement animations in video format. There is an active object in the frame that has 34 animations, each containing anywhere from 3 to 8 frames. The player is able to move and turn via the video animation via the active direct show object, and then the active direct show is moved beneath the active object, which displays one of these frames in one of these animations.
The problem I have is that as the player goes through these actions of video playing -> move beneath other active object image, the memory usage creeps up by about 9-11 Mb each time.
Here is a video demonstrating what I'm talking about.
As you can see, the memory starts at about 500 Mb, but as I continue, it creeps up to 650 MB when everything in the frame is resting. When I tested the movement gameplay a while ago as I first found this out, it just kept creeping up, eventually even up to 1400 Mb!
I've searched through my code for what could be causing this, and I couldn't find any obvious (to me) problem with it. I don't believe I'm creating duplicates of things, and I've already tried changing my Active Direct Show object to be a version specifically fixed from its own memory leak issue.
I'm confident it has something to do with the active object that contains all the animations. Perhaps there is some process going on behind the scenes that keeps eating up more RAM as each of the images in that object are displayed. Maybe it has something to do with resampling, as I've looked at in this old post?: https://community.clickteam.com/threads/56733-Background-Images-Memory-leak
Having the object set to "Load on Call" doesn't help, neither does unchecking that option. When I don't create the active object at start, the memory is at about 87 Mb, so I know that the bulk of the normal 500 Mb memory is dedicated to most of the active object's images already being loaded in.
In total, the amount of information the active object should need is about 500 Mb on it's own, which is fine and expected, but I don't believe that number should be growing as I use it.
Here are my settings for my application if that's needed:
And here are the settings of the active object in question:
Please let me know if you guys need more information.