m_from_space wrote: ↑Tue Mar 26, 2024 3:24 pm
Renpy will rollback to the last checkpoint and redo certain stuff, that occured beginning with this checkpoint.
So how about you present the code that leads to this? Or does the sound always happen, no matter where you save your game?
By the way, there is not function "renpy.sound.stop()", but I guess that's just a typo, right?
I don't know. It doesn't all the time, but when it does, it's consistent--it was whatever the last sound that was played before the save game, long since completed. The sound in question is a really loud GASP sound so it's disconcerting when you load that save (the last screen of the previous release, from four months ago) and it smacks you in the face before the new content starts to load.
renpy.sound.stop() works. I'm just curious as to why it's not actually, you know,
stopping the sound from
config.after_load_callbacks.
There's nothing unusual about the code in question:
Code: Select all
...
scene black with {"master": Fade(clfDly,0.,0.)}
$ fSay(character.e, ch1fadestr("Noooooooooo . . ."))
pause clfDly
play sound gasp
stop music
scene cliffhanger1 24 with vpunch
pause fadesLength
scene cliffhanger1 25 at zoomToNW(1.1, 30.) with slowDissolve
pause fadesLength
...
# code ends here
As far as checkpoints go, the save file loads to the proper screen. Maybe I need to try manually setting a checkpoint at the save point? I would have assumed that Ren'Py already does that...