Oh yeah sorry..
I was using those Interpreter directives to load in the appropriate audio file formats for the appropriate target, but I haddnt added GLFW target to the code so it was trying to play audio that had not been loaded.
#If TARGET="html5"
Self.Click = LoadSound("sound/click.ogg")
Self.Drop=LoadSound("sound/drop.ogg")
Self.AiDrop=LoadSound("sound/aidrop.ogg")
Self.WinSound=LoadSound("sound/win.ogg")
Self.LoseSound=LoadSound("sound/lose.ogg")
Self.DrawSound=LoadSound("sound/draw.ogg")
#End
#if TARGET="xna" Or TARGET="glfw"
Self.Click = LoadSound("sound/click.wav")
Self.Drop=LoadSound("sound/drop.wav")
Self.AiDrop=LoadSound("sound/aidrop.wav")
Self.WinSound=LoadSound("sound/win.wav")
Self.LoseSound=LoadSound("sound/lose.wav")
Self.DrawSound=LoadSound("sound/draw.wav")
#End
#if TARGET="flash"
Self.Click = LoadSound("sound/click.mp3")
Self.Drop=LoadSound("sound/drop.mp3")
Self.AiDrop=LoadSound("sound/aidrop.mp3")
Self.WinSound=LoadSound("sound/win.mp3")
Self.LoseSound=LoadSound("sound/lose.mp3")
Self.DrawSound=LoadSound("sound/draw.mp3")
#End
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