What's going on here with unimported music I already imported?

Started by bx83, Mon 25/03/2019 08:29:54

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bx83

Here's the error:

Here's the code:
Code: ags

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:



WTF I may ask?


Snarky

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.

bx83

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.

Slasher


Crimson Wizard

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.

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