Audio Skipping in game

Hey guys,

I'm having a bizzare issue in my teams game. The first time a level is loaded, and played through the sound is spot on. After our victory screen comes up and you hit continue to go to the next level, the next level sound chops. It sounds like it's playing a fractional part of the buffer and then stopping itself. Is there any reason why XAct would be doing this?

Here's my setup
All soundbanks and wavebanks are loaded in memory.

1. I have one singelton manager and one entity per sound bank/wave bank. So I have a Dialog Entity, SFX Entity, and an Ambient level entitiy.

2. Code for how to use in game goes something like this...
(A Bomb explosion)
CXACTEntity* pEntity = CXACTManager::GetInstance()->GetXACTEntity(SFX_ENTITY);
if (pEntity)
pEntity->Play3DCue(SFX_BOMB_EXPLOSION, this->GetPos());

Effectively the caps are defines and enumerations to make it easy on the other guys to implement sound effects. It then plays the corresponding cue.

I could talk and talk about this, but it may be easier if you just look at my code. You can download my CXActManager/Entity codebase here.
Download
A few quick notes - It's flawed in the fact it uses one emitter and it bounces around, but it seems to work ok for this project, and I'd rather not fix it since we're less than 2 weeks from a final build. Also, this code is missing dependencies and will NOT compile on its own. Feel free to use it as a point of reference though. This version uses the JUNE SDK, so keep that in mind please.

I think the problem may lie somewhere with the Stop 3D Cues? it's hard to say exactly.. but the problem is definitely repeatable. I've tried stopping all the sounds before loading the next level, clearing the vector of cues, as well as setting each active status to false, and pCue pointer to NULL... still no dice.

It's a strange problem, and admitedly game specific. However I need a quick look over to see if there is any reason the XACT stuff could be doing this, and if there's something else I need to do behind the scenes to make it work properly.

Thanks in advance to anyone who takes a look! Maybe you'll get some ideas on how to implement a similar strategy for wrapping up XACT.

[2407 byte] By [Strakian] at [2008-2-28]
# 1
I found it... I'm just an idiot :) It was nothing XACT Related, I was calling Stop/Play like green light red light at one point in the code.... silly me!

Strakian at 2007-10-8 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,Game Technologies: Audio / XACT...