When playing sounds directly after one another, there is an undesired gap between sound A and sound B.
Numbered Steps to Reproduce Problem:
Take a song, cut it in half and play them one after another.
Code Snippet (if applicable) to Reproduce Problem:
src << sound('opening_start.ogg', FALSE, FALSE, 1)
src << sound('opening_loop.ogg', TRUE, TRUE, 1)
Expected Results:
The opening_loop.ogg to play directly after the opening_start.ogg has finished.
Actual Results:
There is a half-second to a second gap between the sounds.
Does the problem occur:
Every time? Or how often? Yes.
In other games? Probably.
In other user accounts? Yes.
On other computers? Yes.
When does the problem NOT occur?
Using the workaround posted below.
Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? (Visit http://www.byond.com/download/build to download old versions for testing.)
Not to my knowledge.
Workarounds:
src << sound('opening_loop.ogg', TRUE, TRUE, 2, 0)
src << sound('opening_start.ogg', FALSE, FALSE, 1)
src << sound('opening_loop.ogg', TRUE, TRUE, 1)
src << sound(0, FALSE, FALSE, 2, 0)
This produces a smaller gap in the audio, but it's still slightly noticeable.
If you want a test demo of the problem, compile and run this demo.
(Out of curiosity, wouldn't you be better off using .mod for a chip tune? Chip tunes make for teeny tiny .mod files.)