Game Development Community

iT2D 1.4 Release - Loading a level cuts off sound. - LOGGED

by Johnny Vo · in iTorque 2D · 08/28/2010 (8:51 pm) · 18 replies

Build: 1.4 Release

Platform: OS X 10.6.x, Windows 7 Ultimate, Simulator, iPhone,iPod

Target: On Device, On Editor

Issues: If you have a Wave sound playing (make it a long duration one to easily reproduce the bug) on your current level, and you load a new level, that sound will stop playing immediately.

Suggested Fix:
None
Please fix asap.


#1
08/28/2010 (9:04 pm)
I dont get it. Would you prefer a fade out? or is your sound supposed to play throughout levels. I only ask because I use sound per level tho, flipping between certain scenes (mainMenu, instructions, chooseLevel, about) it would be nice to have a singular sound. I thought about putting each of those scenes into one, but too much work would be required for me right now. I simply live with it.



Curious to if I understand your problem.
#2
08/28/2010 (9:07 pm)
Hey Rennie. I have a background music and I want it to always be playing. Right now if I go to an option menu, level select menu, etc, it will stop playing.

Luckily this doesn't cause any problems for you because of the way your game is designed.
#3
08/28/2010 (10:56 pm)
Ahn, I wouldn't say that. Only next time, for my levels such as main menu, instructions about etc, I may incorporate all into one scene UNLESS there is a way to have a sound play "away" from levels, meaning the sound is separate from the levels, so if I change a scene the music can continue.



Is that what you were thinking?
#4
08/28/2010 (10:56 pm)
That's exactly what I was thinking.
#5
08/29/2010 (12:09 am)
Ah, well does it exist? if there was it would be great.
#6
08/29/2010 (12:45 am)
It exists in 1.3 and below.
#7
08/29/2010 (4:04 am)
Hmmmm. Interesting. It would be good if they hooked this up. How is it that you would set audio up to remain like this? Is just an audio.cs file with globals?
#8
08/29/2010 (5:01 am)
I've not tried this. All of my sound is initialised per-level, so I have different sound for my menus etc. I even have a changing-level GUI with it's own sound while code loads for the next level. I think that is what GG had in mind when they desiged the engine. I'm a gamer and I've played a lot of games, but I don't think I ever recall playing any game that had the same sound playing the whole time during the game, and during menus etc. Perhaps you are trying to do something that the engine cannot support?
#9
08/29/2010 (5:34 am)
Thanks for the tip Mark. I think i'm just getting confused with the new per level datablock thingy. I'll run some tests. I can always change my design to something like yours.
#10
09/05/2010 (9:08 pm)
I can confirm this as an issue.

I use multiple SceneWindows as I popup pause menus and the like on another SceneWindow to my game. I noticed the problem described in this thread when I did the following:

Play a sound, immediately load a level (in this in case in a different SceneGraph and SceneWindow) and the sound will stop straight away.

If I schedule the loading of the level until after the sound is due to have finished playing all is fine.
#11
09/08/2010 (4:56 pm)
Logged as TQA-1039 for the QA Team to verify.
#12
12/02/2010 (10:14 am)
Hi guys,

Has this been fixed, if so whats the fix?? I am having the same problem.
#13
12/03/2010 (3:04 am)
@Hitesh. This bug has not been fixed. It might be fixed for 1.4.1. No one knows what's going to be fixed in 1.4.1 or when we will see it. If we do see 1.4.1, it should be good since the team has been working on it for over 6 months. Will be epic :)
#14
12/03/2010 (1:00 pm)
Johnny, thanks for the response.
#15
07/13/2012 (3:54 pm)
Does anyone know if this was fixed on iTGB 1.5. It still doesnt work for me.
#16
07/14/2012 (1:33 am)
What?! One and a half year later and it's not fixed?

This is a grade A bug. GG, please fix for people who plan to use 1.5 to ship games.
#17
07/14/2012 (3:14 am)
Is possible the problem is here ??

In LevelManagement.cs you have :

function t2dSceneWindow::loadLevel(%sceneWindow, %levelFile)
{
   
  //echo("t2dSceneWindow::loadLevel(%sceneWindow, %levelFile)");

   // Clean up any previously loaded stuff.
   %sceneWindow.endLevel();
   
   // Load the level.
   $useNewSceneGraph = true;

   alxStopAll();//kill any leftovers  <==== HERE ????
#18
07/14/2012 (7:24 am)
@Andrea - Doh - i didnt think of that. Thanks for this, i commented the line and it all works fine.