I am using Windows 8.1, a Teensy 4.0 and a Teensy Audio Shield.

I am running a modified SamplePlayer code which worked well with 8 separate sounds (notes) connected to three mixers (code below).

I am trying to build an electric steel drum and have a way to go since I want to have 29 separate sounds (notes).

I added two additional sounds to mixer 3 (bringing the total number of sounds (notes) to 10) and the program would not compile.

I got three errors, one says "...data' will not fit in region `DTCM'" and two say "...bss' is not within region `DTCM'".

I'm not sure what these mean, am I out of memory?

Code:
#include <Audio.h>
#include <Wire.h>
#include <SPI.h>
#include <SD.h>
#include <SerialFlash.h>
#include <Bounce.h>

// WAV files converted to code by wav2sketch
#include "AudioSampleC_drum.h"  //  AudioSampleC_drum (C4) // 1st note into mixer 1
#include "AudioSampleD_drum.h"  //  AudioSampleD_drum (D4) // 2nd note into mixer 1
#include "AudioSampleE_drum.h"  //  AudioSampleE_drum (E4) // 3rd note into mixer 1
#include "AudioSampleF_drum.h"  //  AudioSampleF_drum (F4) // 4th note into mixer 1
#include "AudioSampleG_drum.h"  //  AudioSampleG_drum (G4) // 5th note into mixer 2
#include "AudioSampleA_drum.h"  //  AudioSampleA_drum (A4) // 6th note into mixer 2
#include "AudioSampleB_drum.h"  //  AudioSampleB_drum (B4) // 7th note into mixer 2
#include "AudioSampleC1_drum.h"  // AudioSampleC1_drum (C5) // 8th note into mixer 3
#include "AudioSampleD1_drum.h"  // AudioSampleD1_drum (D5) // 9th note into mixer 3
#include "AudioSampleE1_drum.h"  // AudioSampleE1_drum (E5) // 10th note into mixer 3

// GUItool: begin automatically generated code
AudioPlayMemory          playMem3;       
AudioPlayMemory          playMem4;       
AudioPlayMemory          playMem1;      
AudioPlayMemory          playMem2;      
AudioPlayMemory          playMem5; 
AudioPlayMemory          playMem6; 
AudioPlayMemory          playMem7;  
AudioPlayMemory          playMem8;   // 8th note into mixer 3
AudioPlayMemory          playMem9;   // 9th note into mixer 3
AudioPlayMemory          playMem10;  // 10th note into mixer 3

// Mixers and Output
AudioMixer4              mixer1; 
AudioMixer4              mixer2;  
AudioMixer4              mixer3; // new mixer 3  
AudioOutputI2S           headphones;

// Inputs to Mixer 1
AudioConnection          patchCord3(playMem1, 0, mixer1, 0); // AudioSample C4
AudioConnection          patchCord4(playMem2, 0, mixer1, 1); // AudioSample D4
AudioConnection          patchCord1(playMem3, 0, mixer1, 2); // AudioSample E4
AudioConnection          patchCord2(playMem4, 0, mixer1, 3); // AudioSample F4

// Inputs to Mixer 2
AudioConnection          patchCord5(mixer1, 0, mixer2, 0); // output from mixer 1 into mixer 2
AudioConnection          patchCord6(playMem5, 0, mixer2, 1); // AudioSample G4
AudioConnection          patchCord7(playMem6, 0, mixer2, 2); // AudioSample A4
AudioConnection          patchCord8(playMem7, 0, mixer2, 3); // AudioSample B4

// Inputs to Mixer 3
AudioConnection          patchCord9(mixer2, 0, mixer3, 0); // output from mixer 2 into mixer 3
AudioConnection          patchCord10(playMem8, 0, mixer3, 1); // AudioSample C1
AudioConnection          patchCord11(playMem9, 0, mixer3, 2); // AudioSample D1
AudioConnection          patchCord12(playMem10, 0, mixer3, 3); // AudioSample E1

// Outputs from Audio Shield to headphones
AudioConnection          patchCord13(mixer3, 0, headphones, 0); // changed from mixer 2 to mixer 3
AudioConnection          patchCord14(mixer3, 0, headphones, 1); // changed from mixer 2 to mixer 3

AudioControlSGTL5000     sgtl5000_1;     

//Audio Connections
AudioConnection c1(playMem1, 0, mixer1, 0);  
AudioConnection c2(playMem2, 0, mixer1, 1);  
AudioConnection c3(playMem3, 0, mixer1, 2);  
AudioConnection c4(playMem4, 0, mixer1, 3);
AudioConnection c5(playMem5, 0, mixer2, 1); 
AudioConnection c6(playMem6, 0, mixer2, 2); 
AudioConnection c7(playMem7, 0, mixer2, 3); 
AudioConnection c8(playMem8, 0, mixer3, 1);   // new 8th note into mixer 3 
AudioConnection c9(playMem9, 0, mixer3, 2);   // new 9th note into mixer 3 
AudioConnection c10(playMem10, 0, mixer3, 3); // new 10th note into mixer 3 

//play to both I2S audio board and on-chip DAC
AudioConnection c11(mixer3, 0, headphones, 1); // Changed to mixer 3
AudioOutputAnalog  dac;

//Object to Control Audio Shield
AudioControlSGTL5000 audioShield;

// Bounce objects to read six pushbuttons (pins)
Bounce button0 = Bounce(0, 5);
Bounce button1 = Bounce(1, 5);  // 5 ms debounce time
Bounce button2 = Bounce(2, 5);
Bounce button3 = Bounce(3, 5);
Bounce button4 = Bounce(4, 5); 
Bounce button5 = Bounce(5, 5); 
Bounce button6 = Bounce(6, 5); 
Bounce button9 = Bounce(9, 5);   // pin 9 on Teensy
Bounce button10 = Bounce(10, 5); // pin 10 on Teensy
Bounce button11 = Bounce(11, 5); // pin 11 on Teensy 

void setup() {
// Configure the pushbutton pins for pullups.
// Each button should connect from the pin to GND.
pinMode(0, INPUT_PULLUP);
pinMode(1, INPUT_PULLUP);
pinMode(2, INPUT_PULLUP);
pinMode(3, INPUT_PULLUP);
pinMode(4, INPUT_PULLUP);
pinMode(5, INPUT_PULLUP);
pinMode(6, INPUT_PULLUP);
pinMode(9, INPUT_PULLUP);  // to Teensy pin 9
pinMode(10, INPUT_PULLUP); // to Teensy pin 10
pinMode(11, INPUT_PULLUP); // to Teensy pin 11

// Audio connections require memory to work.  For more
// detailed information, see the MemoryAndCpuUsage example
AudioMemory(12); // maybe need to change audiomemory at some point? Can't find MemoryAndCpuUsage example. Was 10; changed to 12

// turn on the output
audioShield.enable();
audioShield.volume(0.5);

// reduce the gain on mixer channels, so more than 1
// sound can play simultaneously without clipping
mixer1.gain(0, 0.4);
mixer1.gain(1, 0.4);
mixer1.gain(2, 0.4);
mixer1.gain(3, 0.4);

mixer2.gain(0, 0.4); //added gains for all channels in mixer 2
mixer2.gain(1, 0.4);
mixer2.gain(2, 0.4);
mixer2.gain(3, 0.4);

mixer3.gain(0, 0.4); // added gains for channels in mixer 3
mixer3.gain(1, 0.4);
mixer3.gain(2, 0.4);
mixer3.gain(3, 0.4);

}

void loop() {
// Update all the button objects
  button0.update();
  button1.update();
  button2.update();
  button3.update();
  button4.update();
  button5.update();
  button6.update(); 
  button9.update(); 
  button10.update(); 
  button11.update();  

 // When the buttons are pressed, just start a sound playing.
  // The audio library will play each sound through the mixers
  // so any combination can play simultaneously.
  //
  if (button0.fallingEdge()) {
    playMem1.play(AudioSampleC_drum);
  }
  if (button1.fallingEdge()) {
    playMem2.play(AudioSampleD_drum);
  }
  if (button2.fallingEdge()) {
    playMem3.play(AudioSampleE_drum);
  }
  if (button3.fallingEdge()) {
    playMem4.play(AudioSampleF_drum);
  }
  if (button4.fallingEdge()) {
    playMem5.play(AudioSampleG_drum);
  }
  if (button5.fallingEdge()) {
    playMem6.play(AudioSampleA_drum);
  }
  if (button6.fallingEdge()) {
    playMem7.play(AudioSampleB_drum);
  }
  if (button9.fallingEdge()) {
    playMem8.play(AudioSampleC1_drum);
  }
  if (button10.fallingEdge()) {
    playMem9.play(AudioSampleD1_drum);
  }
  if (button11.fallingEdge()) {
    playMem10.play(AudioSampleE1_drum);
  }
  }