sound leak? + desync question

Olyvian

New Member
Reaction score
2
Sound wouln't leak if I destroy it, but then it can't be played again.
So is there any solution to destroy sound leaks instead of creating thousands of integers & arrays for each player...?

Here is my trigger:
Trigger:
  • Set Player = (Triggering player)
    • Custom script: if GetLocalPlayer() == udg_Player then
    • Quest - Enable Q_RogansLoveLetter[(Player number of (Triggering player))]
    • Sound - Play QuestNew <gen>
    • Custom script: endif
    • Sound - Destroy QuestNew <gen>


If I enable the quest instead of creating the quest, it wouln't cause any desync. Right? =]


I'm not much of a JASSer but I somehow understand a bit. Haven't read any tutorials etc...
 

Romek

Super Moderator
Reaction score
964
There's no need to constantly destroy sounds.
If you create it once, you can play it as many times as you want without it leaking.

That won't desync.
 
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