I added Bitsy Muse to my project (I added it myself) and the track never plays in editor. Neither Bitsy Savior (any version) or Bitsy Web. Is this intentional?
However if I open the .html file in my browser, it will play the track no problem. The struggle here is when I'm playtesting my game the music doesn't play and it kind of defeats the purpose.
- The .mp3 file is in the same folder as the hacked .html file
- Used Borksy and Candle's tool but same thing: file only worked when opening in browser
- I made sure I was patching any saves via Bitsy Savior
FWIW here is my hackOptions
var hackOptions = { // Put entries in this list for each audio file you want to use // the key will be the id needed to play it in dialog tags and the musicByRoom options below, // and the value will be the properties of the corresponding <audio> tag (e.g. src, loop, volume) // `src` can be either a string, or an array of strings (to support fallbacks in different formats) // Note: you can add <audio> tags to the html manually if you prefer audio: { // Note: the entries below are examples that should be removed and replaced with your own audio files 'siltStrider': { src: './Silt Strider.mp3', loop: true }, // 'example sfx ID': { src: './example sfx filepath.mp3', volume: 0.5 }, // 'example with multiple formats': { src: ['./preferred.mp3', './fallback.ogg'] }, }, // Put entries in this list for every room ID or name that will change the music // If the player moves between rooms with the same audio ID, the music keeps playing seamlessly. // Undefined rooms will keep playing whatever music they were last playing musicByRoom: { // Note: the entries below are examples that should be removed and replaced with your own room -> audio id mappings 0: 'siltStrider', 1: 'S', // This room is silent - it will stop music when you enter (see `silenceId` below) 2: 'another song ID', h: 'a song ID for a room with a non-numeric ID', 'my room': 'a song ID for a room with a user-defined name', }, silenceId: 'S', // Use this song ID to make a room fall silent. resume: false, // If true, songs will pause/resume on change; otherwise, they'll stop/play (doesn't affect sound effects) };