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Fixing Audio Pops


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#16 Timelord

Timelord

    The Timelord

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  • Location:Prydon Academy

Posted 06 August 2016 - 04:56 AM

I would have never guessed if you script sound 0 to play it makes a pop. I never noticed it too...


Try it in 2.50.0, 2.50.1, and 2.50.2. In the former two, it absolutely does. I've not checked 2.50.2, as none of my scripts can play sound 0, but I should see if it was fixed. I think that it was, but because people haven't all updated, it's safer to do it this way.

It annoyed me in 2.50.0, so I started doing that if statement for Game->PlaySound() and I simply made it a habit:

I also use statements like that for messages, creating npcs/weapons/items, drawing tiles/combos, and the like. I have my reasons for some of these, of course. Usually, it's because a script takes a value as a d0-7 argument, and I only want the script to do something if the value is within a valid range.

The sound issue is the most notable, but some things, like allowing an ffc to change its 'data', are also obvious concerns.


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