TX2D 3.1.5 Beta - Sound Distance Error - Resolved
by Will O-Reagan · in Torque X 2D · 06/07/2010 (9:55 pm) · 2 replies
Build: 3.1.5 Beta.
Platform: Windows or Xbox 360
Target: In Game, Windows or Xbox 360
Issues: Game throws error when setting sound Distance variable. Its probably a bug, because distance variables are clamped by XNA I think, and this worked before the update.
Steps to Repeat:
1. Start new "PlatformerDemo" Project
2. Right Click on starter demo solution, add project, Add 3.15 Pro, no GUI
3. Change references to from TXCore and TX2D, to the 3.15 core and TX2D
4. Run program, and find a "Drill actor", soon an error will occur where the distance variable thrown. (possibly on killing the drill actor, or it falling into water or something.)
Suggested Fix: Modify drill actor
Platform: Windows or Xbox 360
Target: In Game, Windows or Xbox 360
Issues: Game throws error when setting sound Distance variable. Its probably a bug, because distance variables are clamped by XNA I think, and this worked before the update.
Steps to Repeat:
1. Start new "PlatformerDemo" Project
2. Right Click on starter demo solution, add project, Add 3.15 Pro, no GUI
3. Change references to from TXCore and TX2D, to the 3.15 core and TX2D
4. Run program, and find a "Drill actor", soon an error will occur where the distance variable thrown. (possibly on killing the drill actor, or it falling into water or something.)
Suggested Fix: Modify drill actor
About the author
I have a degree in dramatic art, and literature, from UC Santa Barbara. I've worked for a few studios, also at Animax Ent in 2008, and some smaller studios. Currently studying Computer Science at CSU Channel Islands.
#2
06/08/2010 (9:38 am)
Ok that works, I needed to make those changes anyways for some of my other functions to work with the drill.
Associate Derek Bronson
GarageGames
In DrillActorComponent change the following
Line 31
From:
To:
Make the same change on line 40
Then on line 85
From:
To:
if (motorSound != null) { if (_motorSound.IsPlaying) _motorSound.Stop(AudioStopOptions.AsAuthored); _motorSound = null; }