Volume Problems with Arcade

jwinkjwink Member Posts: 4
edited March 2014 in Miscellaneous

I'm having some odd problems on the Arcade version of my game that don't appear in my Preview. I should say that I'm using the Windows version of Creator, and I'm aware of the issue where commented-out rules are NOT commented out when published, but I've been over and over the malfunctioning Actors and I don't see anything that should be an issue.

What I've got is a virtual piano keyboard. My first version just played each note for its entire duration (~3 seconds), but I made a version that would have the sound follow a rudimentary volume envelope when the key is released (i.e. it would fade out over ~.4 seconds). I did this using Interpolate, and constrained the volume to follow the largest of five different envelopes (because the Interpolate function cannot be interrupted, I have it "jumping" from one envelope to another). It works really well in my Preview... But when I test it out in the Arcade it just plays each note out to its full duration again.

I'm not really sure how to go about troubleshooting this since it's working as expected in Preview... Any ideas would be appreciated!

UPDATE

I have zeroed in more on where the problem is. My envelope logic is working correctly: The attribute I created that is supposed to control volume is behaving like I want it to, even in the arcade. What appears to be NOT working is that the arcade is not then modulating the volume like it is supposed to.

When a key is pressed, it plays a note with volume set to (game.KbdVol*self.MyVol). game.KbdVol is a real... right now it is set to 1, but will ultimately be a game-wide volume control. MyVol is also a real, and is the attribute that gets constrained to the largest of 5 other 'real' attributes. I can see the MyVol value going from 1 to 0 in a display, but the volume of the sound is not altered in the arcade, only in the GS preview.

Again, any thoughts are appreciated!

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