Hay all. Its been a while since I last coded anything in blitz, but during that time I have kept upto date with all updates, not read any of the notes just downloaded them and installed to make sure I was current.
Anyway, long story short I have hit a problem where there wasnt one before.
here is some code.
The type U, is a powerup in the game, the field ping is assigned a channel as follows during the Update phase of all Powerup objects.
I then do a check as I scan them all, if any are mines I check to see if the mine sound is playing, and if not I play it with a channel.
This is now giving me an error, not all powerups have a sound in fact only the mines do at the moment, as a warning to let you know they are activated and about to blow.
When a mine blows, the game crashes with a "Sound does not exist".
I am guessing, that something in the last 3 or 4 years was changed with the sounds system, If I am assigning a sound to a field in a type called ping with playsound, how do I free it up once the U object is deleted.
Anyway, long story short I have hit a problem where there wasnt one before.
here is some code.
If u\life=<0 FreeSound u\ping FreeEntity u\glow FreeEntity u\model Delete u End If
The type U, is a powerup in the game, the field ping is assigned a channel as follows during the Update phase of all Powerup objects.
I then do a check as I scan them all, if any are mines I check to see if the mine sound is playing, and if not I play it with a channel.
If u\ptype=pmine If ChannelPlaying(u\ping)=False u\ping=PlaySound(sonar_snd) End If End If
This is now giving me an error, not all powerups have a sound in fact only the mines do at the moment, as a warning to let you know they are activated and about to blow.
When a mine blows, the game crashes with a "Sound does not exist".
I am guessing, that something in the last 3 or 4 years was changed with the sounds system, If I am assigning a sound to a field in a type called ping with playsound, how do I free it up once the U object is deleted.