START.C is screwing around...
Hey everyone, I don't suppose you know if adding new sounds has the potential to stop the START.C script from working?
I loaded in a new sound file through the START.C, called NOCK (I know it's spelled wrong
), and everything was working fine. Then I added in another new sound file called CRSH, and suddenly it's broken it. Whenever I try and launch the DMOD I get some error message that says something about 0x0000000 returning invalid or something weird, but if I replace the START with one from a skeleton it works again. Then if I script in the new sounds again it stops working with the same error message.
So is there a limit to the length/frequency of the sounds Dink supports? They're both WAV files, one is about 0.1 seconds long (I know that seems weird, but if I play it at a really slow frequency it sounds fine) and the other's about 3 seconds long.
(To clarify, I have added load_sound(); for the new sounds in the START and checked them with a syntax checker. But when Dink loads, after the "Loading" splash screen or whatever it's called, instead of showing me my oh-so-lovely title screen it breaks)
It's very sad because it means my DMOD is dying in excruciating agony and there's nothing I can do
I loaded in a new sound file through the START.C, called NOCK (I know it's spelled wrong

So is there a limit to the length/frequency of the sounds Dink supports? They're both WAV files, one is about 0.1 seconds long (I know that seems weird, but if I play it at a really slow frequency it sounds fine) and the other's about 3 seconds long.
(To clarify, I have added load_sound(); for the new sounds in the START and checked them with a syntax checker. But when Dink loads, after the "Loading" splash screen or whatever it's called, instead of showing me my oh-so-lovely title screen it breaks)
It's very sad because it means my DMOD is dying in excruciating agony and there's nothing I can do

Sounds need some annotation thingummy for some reason otherwise they will crash the game like that.
Open the wav in an editing program like Audacity and just save it under the same name. Then try again
Open the wav in an editing program like Audacity and just save it under the same name. Then try again

Yes that's what I also do with malfunctioning sound files. Once I had to open a Dink sound, delete the sound waves and import the sound waves from the one I wanted to implement and THEN save it under a different name and it worked. Weird stuff, I don't think anyone knows the specifics. In any case, it's not only the frequency or the meta info, it's more than that under the hood.
Alrighty, I'll try that out tomorrow...
Oh, and Audacity rules
Oh, and Audacity rules

I actually don't really like it, but there aren't any good alternatives that I've found
