Is there a work around for the 0.96 device music volume bug?

HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
edited November -1 in Working with GS (Mac)
I'm about to release the first update for Honey Tribe. But I only just noticed that the device attributes - music volume doesn't work.

So even when the music volume is 0 the music still plays at a volume of 1. So that's messed up my mute audio button.

Does anyone know a work around? I really don't want to have to wait for 0.97. I went and put a screen in the release version saying the update with the extra levels will be available on Aug 1st...

Comments

  • old_kipperold_kipper Member Posts: 1,420
    I wasn't aware of a problem of the problem. Is your trouble with ad-hoc and final builds or just in the viewer? I ask this as I just checked the old 'music slider demo' I made and it still seems to work in the viewer and that uses changing game>audio>music to set levels.

    kipper
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    Ok, that's strange. It's in creator preview, viewer and the ad hoc.

    I've got a text attribute displaying the device music volume. So when it's 0 a play music attribute will play the music at volume 1. This is only since 0.96. And I hadn't changed any of my music rules since the release of the game using 0.95

    (The device sound FX volume still works)

    But if your volume slider is still working... I don't get it. Thanks for letting me know though.

    It must be a combination of factors.

    Dammit, as much as I like GS I hate it when stuff stops working properly when it used to be fine...!!!
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    The only fix so far is to add a change attribute in every scene that change volume to 1. Very annoying.

    I really hope that for future releases GS will change their beta testing system because so far it seems that they're not testing enough their builds.

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  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    If anyone had the same problem I did:

    Music is audible when play music attribute is used even when device volume is set to 0.

    A fix was to put the play music attribute in a rule:

    When device volume > 0
    ... play music

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