Simple Oscillator Trouble

I am making a simple sequencer where a line wipes across the screen and when it hits a point it plays a sound. I used the simple oscillator class @zach wrote that can be found here

It works fine on OSX even with a lot of points on the screen the sound doesn’t seem to artifact/clip much. However when I move the code onto my windows machine, after 5 or 6 points the sound quality just becomes a cacophony.
this is the audio out code

void testApp::audioOut(float * output, int bufferSize, int nChannels){

	for (int i = 0; i < bufferSize; i++){

		double sample = 0;
		int it = waves.size();
		for (int j = 0; j < it; j++){
			float val = waves[j].getSample();
			soundBuffers[j][i] = val;
			sample += val;

		ofClamp(sample, -1, 1);
		output[i*nChannels    ] = sample;
		output[i*nChannels + 1] = sample;

		soundBuffer[i] = sample;


The code is really simple which is why I am curious if it is something to do with my machine, or that it is how windows handles audio. It is just using the normal ofSoundStream and a vector to hold oscillator objects. It needs to run on a nettop pc and I would rather not use linux and stick with the windows 7 that is installed on the nettop.

the files can be found if someone wants to test it on their machine here