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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Call To Power II > CtP2-Source Code Project > * Always terminate a unit's sound effects when it dies
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kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:33
  Old Post 12-07-2004 17:47
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DEBUG: * Always terminate a unit's sound effects when it dies Support Apolyton, buy GURPS/ Alpha Centauri

Bug #5 * Always terminate a unit's sound effects when it dies

Has anyone seen this happen lately?

I think it might be gone but im not sure, did anyone fix this as a memory leak?

Last edited by kaan on 12-07-2004 at 18:20

Fromafar is offline Fromafar
Prince

May 2003
time: 06:33
  Old Post 12-07-2004 21:50
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Put an end to popups!

This is quite difficult to test without a sound card.

You may try testing what happens when removing a couple of if-statements in Unit::RemoveAllReferences and Director::AddFastKill, so the cases where the actor is NULL will not be skipped. Maybe there are cases where you do not have an actor (sprite missing? invisible unit?), but you do have a sound.

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:33
  Old Post 04-08-2004 01:45
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Increase Your PM Length

The trouble is that i cant reproduce the bug, its like it went away by itself.
Has any of you fixed something else that might have fixed this too?

If noone else has experienced this bug recently then we could just assume its gone.

Does anyone have any knowledge of this bug appearing anywhere in the playtest or elsewhere?

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