When making a "sound" prototype, the "category" field is supposed to accept the strings "game-effect", "gui-effect", "ambient", "environment", "walking", "alert" or "wind", according to the official documentation.
But if you do use "wind" (or "ambient", as Bilka told me) the game will throw an "Unknown sound category" error.
[1.1.80] "wind" and "ambient" sound types are not available in sound prototypes
[1.1.80] "wind" and "ambient" sound types are not available in sound prototypes
Last edited by xaetral on Tue Jun 27, 2023 12:08 pm, edited 1 time in total.
Re: [Donion] [1.1.80] "wind" and "ambiant" sound types are not available in sound prototypes
Thanks for the report, the issues is now fixed for the next release.
"ambient" is the correct spelling
I'm sure you know but just to be completely clear (and for anyone else who might be wondering). Setting a "wind" or "ambient" category/type in the sound prototype doesn't make it an actual wind sound or ambient (music) track, they have their own prototypes: WindSound and AmbientSound. The category property only sets which mixer (volume slide) the sound is attached to.
"ambient" is the correct spelling
I'm sure you know but just to be completely clear (and for anyone else who might be wondering). Setting a "wind" or "ambient" category/type in the sound prototype doesn't make it an actual wind sound or ambient (music) track, they have their own prototypes: WindSound and AmbientSound. The category property only sets which mixer (volume slide) the sound is attached to.
Re: [1.1.80] "wind" and "ambient" sound types are not available in sound prototypes
Thank you for the quick fix ![👍](//twemoji.maxcdn.com/2/svg/1f44d.svg)
Sorry for the spelling, the mistake is on my side.
And thank you for the little explanation, it confirms what I guessed from the documentation![😄](//twemoji.maxcdn.com/2/svg/1f604.svg)
Sorry for the spelling, the mistake is on my side.
And thank you for the little explanation, it confirms what I guessed from the documentation