Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: bx83 on Mon 25/03/2019 08:29:54

Title: What's going on here with unimported music I already imported?
Post by: bx83 on Mon 25/03/2019 08:29:54
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?

Title: Re: What's going on here with unimported music I already imported?
Post by: Snarky on Mon 25/03/2019 09:42:19
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.
Title: Re: What's going on here with unimported music I already imported?
Post by: bx83 on Mon 25/03/2019 10:18:38
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.
Title: Re: What's going on here with unimported music I already imported?
Post by: Slasher on Mon 25/03/2019 10:21:08
If a file name is too long it give's such errors...
Title: Re: What's going on here with unimported music I already imported?
Post by: Crimson Wizard on Mon 25/03/2019 10:35:47
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.