Issue that sample stops playing, after another sample is triggered by condition

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  • Hi, I'm trying to plan multiple sample simultaneously, but somehow this doesn't work. What I'm doing:
    - Start of Frame : plan sample X (unlimited loop) in channel X
    - If player collides with enemy play sample Y in channel Y

    So I start the sample for the background music in a different channel than the sample that plays when the player is hit by an enemy, but still the music stops playing the moment the "enemy hit sample" plays.

    Anybody has an idea what I'm doing wrong?

    Best, Hugo

  • PS. If I check the box 'Uninteruptable" for the background music, the other samples do not play, even though I specifically set them to play on a different channel, so it's behaving as if there is only 1 sound channel..

  • Can you share a mfa with the issue?

    Thanks for asking about this! I created a simple scene to mimic the issue and the sound issue persisted in this new simple setup. However, I then noticed I was working in an old file format of Multimedia Fusion 1 (I sometimes pick up old game projects, which are still in MMF1 format). When I copied the frame and pasted it in a new application (MMF2 format), this solved the issue, so apparently it was a compatitbility issue! Thanks for helping me find this out, I was going crazy haha. Happy this is resolved! :D

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