Spielerando

A calm scene plays the chase music because of the road the player took

Music and ambience are switched on in one scene and expected to be off in another, but the player can arrive by several roads. Then some of them hear the wrong sound. This entry finds scenes where the sound depends on the road taken.

Why this works

A scene that does not choose its own sound inherits whatever came before, and that depends on the road. To be sure, ask what could be playing on any road in, not what you saw when you tested one.

When not to use it

If every scene sets its sound itself, there is nothing to inherit and this check finds nothing. And inheriting is sometimes exactly right, for a long chase across many scenes. Keep the check for the scenes that expect something.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 38 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "A calm scene plays the chase music because of the road the player took" (read_entry music-from-the-other-route-keeps-playing) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP