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Make the right part of the code store the name of loaded audio
Otherwise game_play_music_id thinks that the audio hasn't loaded
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@ -520,9 +520,12 @@ bool GameData::loadAudioClip(const std::string& name, const std::string& fileNam
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if ( ! loaded) {
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if ( ! loaded) {
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logger->error("Data", "Error loading audio clip "+ filePath);
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logger->error("Data", "Error loading audio clip "+ filePath);
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return false;
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}
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}
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return loaded;
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engine->missionAudio = name;
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return true;
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}
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}
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void GameData::loadSplash(const std::string &name)
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void GameData::loadSplash(const std::string &name)
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@ -790,8 +790,6 @@ void game_load_audio(const ScriptArguments& args)
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std::string name = args[0].string;
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std::string name = args[0].string;
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std::transform(name.begin(), name.end(), name.begin(), ::tolower);
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std::transform(name.begin(), name.end(), name.begin(), ::tolower);
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args.getWorld()->missionAudio = name;
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if ( ! args.getWorld()->data->loadAudioClip(name, name + ".wav")) {
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if ( ! args.getWorld()->data->loadAudioClip(name, name + ".wav")) {
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if ( ! args.getWorld()->data->loadAudioClip(name, name + ".mp3")) {
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if ( ! args.getWorld()->data->loadAudioClip(name, name + ".mp3")) {
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args.getWorld()->logger->error("SCM", "Failed to load audio: " + name);
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args.getWorld()->logger->error("SCM", "Failed to load audio: " + name);
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