Here's the error:
(http://redrom.ltd/img/2019-03-25%2019_23_17-Mystery%20of%20Cow%20Island.png)
Here's the code:
function room_Load()
{
if (music_chan==null) {
music_chan=aNorthfield_pasturisedPastorale_v6_0.Play(eAudioPriorityNormal, eRepeat);
} else {
if (music_chan.PlayingClip!=aNorthfield_pasturisedPastorale_v6_0){
music_chan=aNorthfield_pasturisedPastorale_v6_0.Play(eAudioPriorityNormal, eRepeat);
}
}
}
And here's proof the audio was imported:
(http://redrom.ltd/img/2019-03-25%2019_27_55-.png)
(http://redrom.ltd/img/2019-03-25%2019_28_27-PropertyGrid.png)
WTF I may ask?
I experienced the same thing the other day. Just delete it from the project and reimport it, that should fix it. But clearly there's some kind of AGS bug at play here.
That didn't work (deleted AudioCache file, reimported) BUT changing the file's name in the editor did. Hopefully some illumination as to what's causing the bug.
If a file name is too long it give's such errors...
Not the filename, but script name, it's quite possible there's a hidden name limit which is not imposed by the editor, yet engine still cuts the clip's script name and then cannot find it by demand.
I don't remember if I fixed it in 3.5.0, but I will double check.