Xref: utzoo comp.sys.mac.apps:3563 comp.sys.mac.games:2508 Path: utzoo!utgpu!news-server.csri.toronto.edu!bonnie.concordia.ca!uunet!spool2.mu.edu!sdd.hp.com!wuarchive!mit-eddie!eddie.mit.edu!rabbit From: rabbit@eddie.mit.edu (Warren J. Madden) Newsgroups: comp.sys.mac.apps,comp.sys.mac.games Subject: Sound conflict btwn SoundMaster and SimEarth? Message-ID: <1991Jan21.193951.22918@eddie.mit.edu> Date: 21 Jan 91 19:39:51 GMT Sender: news@eddie.mit.edu (Usenet News) Reply-To: rabbit@eddie.mit.edu (Warren J. Madden) Organization: MIT EECS/ECF Facility, Cambridge Mass Lines: 24 Greetings! I recently picked up SimEarth, and have a question about a problem I have had with it. I use SoundMaster 1.6, and have a cuckoo clock sound as my on the hour chime. If I start SimEarth, and play past the top of the hour, the cuckoo goes off, but the next time SimEarth announces an evolution, it locks up! I am running in 16 color mode on my 5mb IIsi. If I shut off the cuckoo chime, things proceed ok. Can anyone explain this? While I'm here, two quick questions on SimEarth. First, while playing in experimental mode, I ran down atomic and fossil fuels to zero on the graph, yet my power plants kept merrily chugging away. Virtual fuel! Is this a bug or a feature? Does the fuel really run out in Game mode? Second, my trichords made it to Nanotech, but I couldn't get them to Exodus. Most of my cities stayed Information Age, and I got frequent alerts about Science being underfunded, even though it was set to max and the others almost zeroed out. Am I missing something? Thanx in advance for any info, Warren J. Madden rabbit@eddie.mit.edu