iGlass b0rkes Channels

BlitzMax Forums/BlitzMax Module Tweaks/iGlass b0rkes Channels

Matt McFarland(Posted 2006) [#1]
I dont know how or why, but basically if you use multiple sound channels in your game to control volume etc and you combine that with iGlass you end up b0rking the sound. Pretty much you'll be playing sounds in incorrect channels (ghost channels, most likeley after clicking on something to make the IGLASS sound system run) I think its because he uses bytes (why? seriously? why?)

All of my sound woes dissapeared after completely removing iGlass sound.


Damien Sturdy(Posted 2006) [#2]
Most likely Bad design on your or the Iglass author's part. :)


tonyg(Posted 2006) [#3]
I think you should report this to the author, post in Programming or update one of the IGlass posts. Not sure who will look at this in BlitzMax Module Tweaks.


Filax(Posted 2006) [#4]
This story tired me a little bit :)

Here is my sound init :

IGL_ButtonClickSound="incbin::Button_Click.wav"
Incbin "Button_Click.wav"

IGL_MessageAlertSound="incbin::Message_Alert.wav"
Incbin "Message_Alert.wav"

....

NewButton.Sound_File=LoadSound(IGL_ButtonClickSound)


And here is my playing code :)


If Sound_File<>Null And Sound_Stop=False And IGL_PlaySound=True Then
PlaySound Sound_File
Sound_Stop=True
EndIf

If anybody can tell me where is the bug ? because personaly
i don't use magical line of code !!! It's the standar method
to load and play a sound. I have made a little game with
IGlass and i have never ear sound problems (except bmax sound
driver crackling with sound car like VIA or integrated
chipset).

And now, explain why your problem is solved when you remove
IGlass from your game ??? I don't know why !

But i think that two post on the subject, is enough ...

Maybe the better method is :

Comment lines ! under blitzmax code :) like that, no IGlass
sounds, but you can use it under your game.

Search all PlaySound Sound_File and comment them.