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Reply to Re: Sound limit in DinkHD versus YOD

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February 16th, 08:37 PM
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SimonK
Peasant He/Him Australia
 
Okay, I've converted all the sound files back to mono to see what effect that would have, and it seems to have resolved the sound going missing in DinkHD, sometimes... Which makes me wonder if stereo files are considered two channels by the engine, that way the 20 slots get filled up quickly perhaps?

I think my problem is a tweaked dam-fire script that works somewhat like acid rain from the original game, in that it creates a stationary missile sprite out of the sprite it just hit so that if Dink or another sprite touches the burning fire they get hurt - and I've set an attack_hit_sound to this missile_target... which I think is the problem, as if I comment out that line, the problem seems to have gone, perhaps the multiple calls are filling up the slots. Unfortunately it plays the default attack sound of a punch whenever Dink touches it, which didn't used to happen with acid rain, so time to take another look at this whole thing.

EDIT

So, attaching a new script to the missile_target sprite seems to have resolved this, without causing the annoying punching sound, and all the new script has is a main procedure with a commented out line.