Scripts / Expanded music.lua on strike

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Ertlov
GameGuru BOTB Developer
17
Years of Service
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Joined: 18th Jan 2007
Location: Australia
Posted: 29th May 2016 08:11
Hi all,

I use music.lua to deifne the dynamic soundtrack for "Father's" Island. So far I have replaced the 4 pre-defined audio tracks with out own, and that did work fine.

However, when we try to expand the original container to add additional tracks, it seems like it doesn't react at all (to the changes, it basically runs as if we had still 4).

Code music.lua:



musicplaytrack5.lua and musicplaytrack6.lua were created anew to support the files.

Here, as example, musicplaytrack6.lua:




Point is, the first 4 tracks work as desired. Calling the Track 5 or 6 via the musicplaytrack6.lua or any other active lua file triggered, diesn't do anything. THe music previousyl played stays in the loop.

Any ideas?
AMD FX 8Core @ 4GHZ - 16 GB DDR4 - 2xRadeon7950 - Windows 7 Ultimate
0x7f
8
Years of Service
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Joined: 31st Mar 2016
Location:
Posted: 29th May 2016 16:31
probably a bug, there is a similar issue with the fonts, you also just have 4 default slots and when you try to add more it doesn't work.
guess you should fill a bug report
PM
Pirate Myke
Forum Support
13
Years of Service
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 30th May 2016 05:40
Yes, this is a reported bug in the music system. Only 4 tracks can be used right now.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

Ertlov
GameGuru BOTB Developer
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: Australia
Posted: 3rd Jun 2016 11:55
fix confirmed
AMD FX 8Core @ 4GHZ - 16 GB DDR4 - 2xRadeon7950 - Windows 7 Ultimate

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