Quote from: Khris on Sun 20/11/2022 14:10:06I did a quick test and can easily reproduce this. If the first loop of the view is empty, AGS falls back on sprite #0, then plays sound #0.
Of course! It didn't occur to me that the sound that plays is precisely the one with ID 0. Good catch!
I can't test this right now, but what happens if you try to set another loop that doesn't exist and isn't loop 0? For example, in my case, FIRSTVIEW only has loop 2, so what happens if you try to SetView (FIRSTVIEW, 1)?
EDIT: I was finally able to test it myself and the same thing happens if you assign any existing but empty loop.
If, on the other hand, you assign a non-existing loop (for example (FIRSTVIEW, 3) in my case), the engine will crash with an "invalid loop number" error as expected.