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[fixed for V0.36] Ambient level sounds only play on level 0
Posted: Thu Mar 09, 2006 2:45 am
by Gambit37
This worked in betas of v0.35 but seems broken again.
I have a trigger on my stairs to start a looping ambient sound. Stepping down stairs onto this square does not trigger the sound, but if I step onto the tile ahead and then back, I go back up the stairs and the sound starts playing on the level above!
Posted: Thu Mar 09, 2006 9:50 am
by Gambit37
I should note that I've tried the stairs and triggers positions swapped -- before/after each other -- and the problem remains.
Posted: Thu Mar 09, 2006 1:22 pm
by George Gilbert
I can't reproduce this - can you send me the dungeon txt file that you're using and I'll have another look.
Incidently, that part of the code hasn't changed at all since the beta versions so I'm surprised that it no longer works - perhaps there's something subtly different between your dungeon then and now?
Posted: Thu Mar 09, 2006 10:23 pm
by Gambit37
OK, I checked this, it's not triggers on stairs after all but a bug with the level scope for ambient sounds. I moved the trigger into the corridor and the sound still didn't start, but running back upstairs it was playing on the level above!
I did some testing using triggers on different levels with ambient sounds and teleporters allowing to quickly get from level to level.
It turns out ALL the sounds play only on the Hall of Champions so you end up with a multilayered cacophony!!!!
Need to fix this so they play on the level specified.
Posted: Fri Mar 10, 2006 12:06 am
by George Gilbert
Ahhh - that makes more sense.
Now fixed for V0.36!
Posted: Fri Mar 10, 2006 2:57 am
by MitchB1990
Thank you! I was having this same problem... I thought it was me :/