I confirm that this known bug also occurs in KeeperFX 0.40 :-( Maybe putting more sound engine traces will help? Probably when porting DirectX to SDL in sound engine this will be discovered
I confirm that this known bug also occurs in KeeperFX 0.40 :-( Maybe putting more sound engine traces will help? Probably when porting DirectX to SDL in sound engine this will be discovered
Last edited by jomalin; June 19th, 2011 at 13:23.
Hi mefisto,
I have see in KeeperFX SVN:
r675 Fixed the wrong interpretation of some sound and graphics heap routines.
Have you test if that fix, correct the sounds getting stopped?
No, I never reproduced the bug you described here.
I don't know if it's fixed.