sound problem (silence!) since blitzmax update

BlitzMax Forums/BlitzMax Programming/sound problem (silence!) since blitzmax update

Sensenwerk(Posted 2010) [#1]
Hi,

I haven't used BlitzMax for about a year now. First thing I did yesterday was downloading 1.41. I think I had 1.36 or 1.34 istalled before.
Now when I build my project (without editing anything in the source code), the new built exe works well, except that I don't hear any sound. Debug built doesn't show any wrong syntax either. The old exes compiled with the old blitzmax still work fine with sound!

Now, maybe something concerning correct syntax has changed that I didn't notice.
I store my whole code in a type called T_Sound
There I use an array of sound objects and channels ->
Field SNDData : TSound[TotalSounds]
Field SoundChannel : TChannel[73];



I use a INIT method doing this ->
For Local i : Byte = 0 To 72
			SoundChannel[i] = New TChannel;
			SoundChannel[i] = AllocChannel( );
			SetChannelVolume( SoundChannel[i], VolumeLimit*EffectVolume*SoundVol );
Next



and load all sounds like this ->
SNDData[31] = LoadSound( "SFX/GAME/Text/Weapon_DepletedRv.ogg" );



Now, playing any of my soundfiles stored in SNDData[xy] using playsound( SNDData[xy] );

doesn't work.

Maybe anyone can find an error in my code?
Help much appreciated!


xlsior(Posted 2010) [#2]
What sound library are you using? OpenAL, DirectSound, .... ?

At some point in the past Blitzmax switched defaults, not sure which version...


Chalky(Posted 2010) [#3]
I had a similar problem after upgrading from 1.34 when using FreeAudio drivers. The problem was fixed by using
SetAudioDriver "FreeAudio"
before any other sound commands.


Sensenwerk(Posted 2010) [#4]
Hey Chalky, thanks a lot!
SetAudioDriver "FreeAudio"
works! : )