Midi Won't Loop When Set To
Shoal
09 Aug 2003, 20:27The subject line pretty much says it all.
Any ideas?
Thanks,
Shoal
Any ideas?
Thanks,
Shoal
GameBoy
09 Aug 2003, 20:39ive had this problem before, never knew how to fix it. then again, never really asked how too lol. so yeah, good question, i'd like to know this too.
Alex
09 Aug 2003, 22:07If you can send me the MIDI file you're trying to loop, and the ASL file you're using, I'll take a look into this. This problem has been mentioned before, but I've not been able to reproduce the problem.
GameBoy
10 Aug 2003, 00:09well we dont need to send you anything. if you pick out a random midi/wav file off your comp, and then make a new ASL file, make a room to start in and set it so when the player enters the room the midi plays. set it to loop and listen, you already know this lol. just make sure its a short tune lol
Alex
10 Aug 2003, 09:44Ste, I tried that before when somebody mentioned this problem, but the MIDI looped perfectly. I've received Shoal's file now so I shall be able to look into this.
GameBoy
10 Aug 2003, 15:00but wont the script just say exactly the same thing?
could it maybe be a file, perhaps a DLL that perhaps makes the midi loop, and we dont have it? im not familiar with programming so i dont know what you're using to try and make the midi loop
could it maybe be a file, perhaps a DLL that perhaps makes the midi loop, and we dont have it? im not familiar with programming so i dont know what you're using to try and make the midi loop
Alex
10 Aug 2003, 17:14The problem is actually not with Quest but with QDK - it doesn't write the "loop" parameter properly. I've now fixed this for the next release of QDK 3.5.
GameBoy
10 Aug 2003, 21:50and wot u are saying is that it DOES work? u just need to write the correct ASL for it?
if so, wot is the correct ASL?
I think Im Dead
10 Aug 2003, 22:35It is something to do with the file, in an indirect way. QDK writes syntax different than one would normally, while still(for the most part) acceptable by Quest.
If you think of it this way it helps...
QDK is basically one big shortcut. When you click 'add condition' then 'if > compare two strings' and enter the data for the two strings, QDK puts out a premade set of syntax filling in (basically) variables with the text you put in the boxes. Now if one piece of premade syntax that QDK makes is unacceptable it's as if you wrote the game all by hand and messed up one line, making problems difficult to find(as they are by hand). Also, given the nature of ASL and how sometimes you have to go very deep in code, IE: Multiple layers going quite deep for more difficult calculations and such, it isn't unimaginable that at one point the 'computer' will mess up.
Basically it's the human factor that is taken out, the human factor you generally depend on for coding things... As well as all that other stuff we do in life.
If you think of it this way it helps...
QDK is basically one big shortcut. When you click 'add condition' then 'if > compare two strings' and enter the data for the two strings, QDK puts out a premade set of syntax filling in (basically) variables with the text you put in the boxes. Now if one piece of premade syntax that QDK makes is unacceptable it's as if you wrote the game all by hand and messed up one line, making problems difficult to find(as they are by hand). Also, given the nature of ASL and how sometimes you have to go very deep in code, IE: Multiple layers going quite deep for more difficult calculations and such, it isn't unimaginable that at one point the 'computer' will mess up.
Basically it's the human factor that is taken out, the human factor you generally depend on for coding things... As well as all that other stuff we do in life.