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Describe the bug
When building a new game in the AGS Editor from the current RC1 release, sound files (only tested .ogg) that are bigger than the threshold for streaming don't play from the packaged exe. They still play when running from the AGS Editor debugger.
The attached project was made using the Sierra Template and adding the following Fade In script
function room_AfterFadeIn()
{
aMusic_menu.Play(eAudioPriorityHigh, eRepeat);
aWind.Play(eAudioPriorityHigh, eRepeat);
}
If you run it through the editor, you can hear the music and the wind
Now hit f7 and build the exe
Open the compiled folder and run, you can hear only the wind
Expected behavior
Both sounds should play
Desktop:
OS: Windows
Version: 10
additional context
originally reported by Dave in the forums
Sorry for the double post. I've installed the RC and I've run into a weird issue. When I make an executable of my game and try to run it, the music does not play. But when I run my game in test mode by pressing F5, the music plays normally. Other sounds like sfx play fine.
Describe the bug
When building a new game in the AGS Editor from the current RC1 release, sound files (only tested
.ogg
) that are bigger than the threshold for streaming don't play from the packaged exe. They still play when running from the AGS Editor debugger.AGS Version
v3.6.1.16
and
v3.6.1.15
Game
v3.6.1.16: TestSoundError.zip
v3.6.1.15: TestSoundError_36015.zip
The version v3.6.1.14 is not affected, check it out
TestSoundError_36014.zip
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Both sounds should play
Desktop:
additional context
originally reported by Dave in the forums
here: https://www.adventuregamestudio.co.uk/forums/ags-engine-editor-releases/ags-3-6-1-release-candidate-rc-1/msg636660144/#msg636660144
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