On Tue, Jul 01, 2008 at 11:43:42AM -0700, Ian Mallett wrote: > Note that if this were to work (init/deinit aside), the sound would start > playing, then the mixer would be deinited immediately, so you would likely > hear nothing or at most ten little clicks. > > I'm curious about this problem--why deinitialize the mixer between > sounds? Are they all different bitrates? Why micromanage channels? > sound.play() should work equally well. > > Ian
If I understood the original poster correctly, he was only presenting that code as a test case. I believe his real intention would be to re-init sound according to user-specified settings within an "Options" menu inside a game. --- James Paige