I don't know if this is the right plact to ask this, but it seems I have a bit of a glitch in my game.
In a particular room, there are quite a few variables that can happen when entering depending on where you are in the game or what room you're coming from. For all but one of these variables, I have one MP3 track that plays, and then that one other variable has it's own music.
But now every time I enter the room, it plays a second of that one-variable music then goes to the music it should play. This happens from whatever room I'm coming from. When I come from the room where that music should play, it works fine.
Has this happened to anyone else? Is there a way to fix it?
How and where exactly are you starting the music? (Which script commands and Interaction.)
I have all this scripted in the "player enters screen after fade in" interaction editor.
Here's the whole thing:
if (player.PreviousRoom==15 && show_greekphoto==1) {
SetViewport(0, 0);
PlayMusic(2);
character[MAN].SayBackground("How could she do this to me!");
character[MAN].Walk(230,176, eBlock):
Wait(20);
character[MAN].SayBackground("Ahhhhhhhhhhhhhhhhhh!!!!!!!!!!!");
character[MAN].Walk(355, 109, eBlock):
character[MAN].ChangeRoom(-1);
character[MAN].ChangeRoom(15,175,186);
}
if (player.PreviousRoom==15 && show_greekphoto==0) {
PlayMusic(3);
character[EGO].Walk(127, 138, eBlock);
character[EGO].Say("Sheesh. How can I reach Hovanes?");
}
if (player.PreviousRoom==25) {
PlayMusic(3);
character[EGO].Walk(127,138,eBlock);
}
if (character[EGO].PreviousRoom==5) {
PlayMusic(3);
character[EGO].Walk(156,153,eBlock);
object[1].Visible=false;
}
if (character[EGO].PreviousRoom==31 && number_drawn_apartment==0) {
PlayMusic(3);
character[EGO].UnlockView();
character[EGO].ChangeView(1);
region[1].Enabled = true;
}
if (got_hammer==1 && got_marker==1 && character[GUY].PreviousRoom==8 && noticed==0) {
PlayMusic(3);
character[EGO].Walk(112,128,eBlock);
character[EGO].Say("I wonder where that priest went to?");
noticed=1;
}
if (character[EGO].PreviousRoom==8) {
PlayMusic(3);
character[EGO].Walk(112,128,eBlock);
}
if (number_drawn_apartment==1) {
PlayMusic(3);
character[EGO].UnlockView();
character[EGO].ChangeView(1);
region[1].Enabled = false;
}
Now here's an odd thing. Just to try something, I put it back the way I used to have it - I removed all the PlayMusic(3)'s from every variable including the PlayMusic(2) from that one variable. And instead I just used the interaction editor and put one PlayMusic(3) at the beginning just to see what would happen. So now there's no MUSIC2 in there - and it STILL plays a second of that music that isn't even scripted in. Isn't that strange?
Did you set a default music to play for that room ? Check it in the room pane (not the scripts) of teh editor.
I'm a bit tempted at whether I should move this to the beginners' forum.
Yes, that was it. I never thought to look there. Sorry, I thought it had to be something wrong with the program. It just didn't make sense.