Well, it works for me when I set it in game_start...
Could you send me a compiled game which has this issue?
Check your PMs.
Alright, I did a little debugging, and this is what I got. There are several changes to audio drop made since game start:
- Audio type 2 set to drop 20 from game_start in module #7 (module index is zero-based).
- Audio type 3 set to drop 20 from game_start in module #7.
- Audio type 1 set to drop 20 from game_start in module #7.
- Audio type 2 set to drop 45 from game_start in module #37
- Audio type 2
set to drop 0 from room_AfterFadeIn function (room #99).
If audio type 2 is music, then that explains why it does not drop in the start.
PS. Completely unrelated, but engine also logs thousands of sprite cache errors while running this game. There is some bugs in the sprite system of AGS which were never properly attended, they do not seem to cause any direct issues, but I am a bit worried. It seem to start behave strangely when a very big sprites are loaded and then unloaded during the game (probably dynamic sprites). Setting sprite cache to higher values (I tried 512 MB) made those errors go away.