OK. That makes sense. Thanks a lot. I'm still trying to wrap my head around a lot of these concepts. I find that while most of the time it looks good, and may even run, the script see things totally differently.

--------------------------------------------------
From: "Valiant8086" <valiant8...@lavabit.com>
Sent: Sunday, March 28, 2010 8:27 PM
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] playing sounds in BGT?

Hi.
The program is closing before the sound can begin playing unless you have those alerts in there. Need a loop or something running.

At least you could do a while loop that would go while playing blahblah

 Regards:
 Valiant8086: website valiant8086.com
----- Original Message ----- From: Casey Mathews
 To: Gamers Discussion list
 Sent: Sunday, March 28, 2010 8:17 PM
 Subject: [Audyssey] playing sounds in BGT?


 Hello all. I've really been working on this for a while. I'm trying some
 stuff just for my own personal understanding, and while I realize the
 function below isn't complete, I don't understand why none of the sounds
play. The script runs, but the sounds don't play unless I put an alert box up first. Thanks for any ideas. Note: I do have a main function that works
 fine.

 void borg()
 {
 background.play_looped();

 int borg; //This will be the location of the borg on the sound scape.
 borg=random(1, 3);
 if (borg==1)
 {
 spon.pan=-100;
 spon.play();
 if (key_pressed(KEY_LEFT))
 {
 borgdown.play();
 kills++;
 alert("Kills","You killed "+kills+" borg.");

 }
 alert("OK","else");
 } //end if
 } //end borg


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