Frequent crashes on scene start after running?

My testers are getting pretty repeatable crashes after playing for a bit during scene switching. I hooked it up to Xcode and was able to get this in the console during a crash (this is AFTER Awake was called and probably during Start or in the first frame of the new scene):

2010-08-31 15:34:02.529 beastboxing[749:307] Received memory warning. Level=1
WARNING -> applicationDidReceiveMemoryWarning()
beastboxing(749,0x5501000) malloc: *** error for object 0xb6a49f0: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
Program received signal:  “SIGABRT”.
Data Formatters temporarily unavailable, will re-try after a 'continue'. (Not safe to call dlopen at this time.)

The only thing consistent between the scenes where it is crashing is that they seem to all have MP3s as background music instead of WAV loops. Is this a known issue with using looping MP3s in iPhone 1.7.1? I’m switching everything over to WAV now to try and isolate this problem, and will take a closer look at memory usage next (it was pretty reasonable last time I looked at it, around 35-40MB active, but maybe it changed in the meantime).

you run out of memory as the warning indicates.

likely you are on a 3G or 2nd gen itouch, in which case you must ensure to not use more than 25 - 30mb of ram

Hmm, I’m not sure if this is a memory issue. I’ve been clearing out memory usage, and I just ran a debug session where NO ApplicationDidReceiveMemoryWarning’s appeared, then on one scene load I got this:

beastboxing(866,0x5501000) malloc: *** error for object 0x9c72b20: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug

I’m running in Fast with No Exceptions, so based on some info I saw in the forums, I’m going to try running as Safe and Slow to see if it helps. Changing from MP3s to WAV seemed to help, as I got further in the game before this happened, but I’m still not sure why these errors are occuring.