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Thread: How does Uninterruptable Music function?

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    WhatPixelYouOn's Avatar
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    Question How does Uninterruptable Music function?

    What are the reasons for Samples that are "Uninterruptable" being stopped from playing? One example of this happening is that I play a piece of music on a specific channel (which is set as uninterruptable), then have a quick "tally" sound effect play rapidly as a counter deducts at the end of the level. The tally sfx are not uninterruptable and are not set to play on a specific channel - This seems to be causing the main music to get uninterrupted. Is it because I've not set a specific channel for the tally sfx?

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    By tally do you mean you want your music's volume to gradually fade out before jumping frames?
    If so you could also set that music (or channel's) main volume to a variable that's on a counter that goes down to 0 over X milliseconds (or what have you).

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    OOOH I see what you mean, you mean like how in Super Mario Brothers it plays a little sfx a billion times while the time remaining goes down when you clear the level.

    Sorry, I also can't seem to edit my above post either.

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    Haha yes that's what I mean. It's frustrating that the uninterruptable option just doesn't seem to work, no matter what I try. Sometimes it doesn't get interrupted, other times it does.... Is this a known bug? :/

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleUniversal Windows Platform Export ModuleSWF Export Module

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    Have you tried playing the tally sfx on a specific channel that's different from the channel the music is on?

    The "uninterruptable" option seems like one of those things in Fusion that doesn't quite work as you expect. It could be that the tally sfx is not being set to play on a specific channel, and so it could be it's just using whatever available channel & sometimes it's the one with the music playing?

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