No: the mp3 are played with the Song class, this is the only way to play them. Using play music instead of play sample will not change anything, and will not be compatible with the c++ runtime, where the play music only plays midi files.
Federico Aliprandi - Test Reports
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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All bugs corrected
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BUG: "Replace color" action throws an InvalidOperationException.
Attached the .mfa showing the bug and a screenshot of VS when the exception is thrown.
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Replace color bug corrected.
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BUG: In the new Beta I still get the IndexOutOfRangeException when the counter reaches zero for a Time Over in my game. Attached screenshot of VS and a level of my game. Just let the time expire to get the exception.
BUG: When I try to play a .ogg sound it throws a ContentLoadException. Attached the screenshot of Visual Studio.
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Ogg sound problem should be corrected in beta 9.
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It's strange, but I got ContentLoadException with .ogg in Beta 9. I've made a new application with one frame. In start of frame event I used Play and loop sample mySample.ogg 0 times. In VisualStudio, at runtime, I have ContentLoadException.
Attached the .mfa. -
I'm on holiday from the 12th to the 19th of August.
Last days I've been busy with iOS exporter, but I'm going to continue Beta testing of XNA Exporter: I really want to help to find bugs!
PS: Some days ago I've tried a game I'm making for iOS with XNA Exporter, and I didn't find any bugs, but it was in early development. Now I've added more stuff, and when I come back from holiday I'll try to port it again to XNA and see if I find some bugs.
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I've found a bug which I've tried to isolate without success. I've sent you an email Francois with a .mfa.
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BUG: In my platformer game, after the frame has been restarted for the first time (because the player falls down), the application behaves like if there were invisible platforms, that prevent the player to fall down.
Please login to see this link. you can watch a video showing the bug.
Attached the .mfa. -
BUG: In an XNA Windows Application, I have an EditBox in a frame. When I click on the EditBox, it appears in the window a sort of subwindow (the image is attached) of Games for Windows Live, where it appears the EditBox. When I click the back button, in the top left corner of the window, I get an ArgumentNullException.
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The argument null is an error, but the interface to enter text in XNA is the one you have seen.
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BUG: Collisions between Active and Quick Backdrop objects are not always detected. You can watch a video showing and explaining the bug in detail Please login to see this link.. Attached a reduced .mfa showing the bug.
NOTE: I've already tested also with the Built-in Platform Movement, and the bug still persists.
NOTE2: I've tried replacing all the Grass Quickbackdrops with Backdrop objects, but if I do it I have the "Invisible platforms" bug I've reported a few posts ago.
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Invisible platform bug corrected.
I cannot watch your demo video (Media Player not working). Can you zip it and put it somewhere (or on YouTube).
When I try you quickbackdrop demo application it works fine. I think this problem you had and the invisible platform bug were related. -
Sure! You can download the zipped video Please login to see this link..
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BUG: In both C++ and XNA Runtime, restarting a frame causes a sound playing and looping on a specific channel to stop.
BUG: Some MP3s don't get automatically converted to WAV when I build an XNA project, and this causes the "game slows down playing MP3s" bug when the game tries to play them.
Question: While the XNA solution was compiling for XBox, and on XNA Game Studio Connect appear the names of the files being transferred between PC and XBox, I noticed some files called Sound001.wma and so on. But in the files in my Visual Studio solution I don't see WMAs, only WAV and (unluckily) not converted MP3s. Is there one more conversion of sounds between Visual Studio solution and the XBox executable?
Thank you in advanced!
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From personal experience, I REALLY recommend you do not EVER use mp3, just use wav from the start, it will be highly compressed in the conversion with no observable loss of quality.
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I've tried doing this in the past, but WAVs are heavy to load in MMF2, causing my .mfa to be big, slow to load with crashes.
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BUG: In an XNA Application (both Win and XBox), if you have a frame that has a virtual height greater than window height, performing a "Restart the current frame" action throws a NullReferenceException.
Attached a .mfa showing the problem and a screenshot of Visual Studio showing the exception. -
Please could you confirm if you are using beta 13b and have access to the xboxgamepad extension? Thanks
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