sound problem (silence!) since blitzmax update

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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!


Sensenwerk(Posted 2010) [#2]
Sorry, wrong thread, I moved this to BlitzMax/BlitzMax Programming

this can be deleted by admin!