I realize now the sounds would not work from the CAP because they are still linked to the file until made into an EXE, where they become resources.
I have made all changes such as:
+ System: Start of layout
-> XAudio2: Autoplay resource "Skillet - Hero (instrumental).wav" (Loop)
+ System: Every 800 milliseconds
-> System: Create object BossPulse on layer 1 at (0, 0) from Boss001 's image point 3
-> XAudio2: Autoplay resource "imphenzia_soundtrack_laser35.wav" (No loop)
-> System: Create object EnemyLaser4 on layer 1 at (0, 0) from Boss001 's image point 2
-> System: Create object EnemyLaser4 on layer 1 at (0, 0) from Boss001 's image point 1
+ System: Every 1000 milliseconds
-> System: Create object EnemyLaser1 on layer 1 at (0, 0) from Enemy001 's image point 1
-> XAudio2: Autoplay resource "imphenzia_soundtrack_laser09.wav" (No loop)
+ MouseKeyboard: On key Space pressed
-> System: Create object Bullet on layer 1 at (0, 0) from Hero 's image point 1
-> XAudio2: Autoplay resource "imphenzia_soundtrack_laser36.wav" (No loop)
The only one that would not work right without the TRIGGER was this:
+ System: Is global variable 'Boss001' Less or equal 0
-> Boss001: Destroy
-> System: Add 500 to global variable 'Score'
-> System: Set global variable 'Mode' to 2
+ System: Trigger once
-> XAudio2: Autoplay resource "bigboom.wav" (No loop)
If I took line "XAudio2: Autoplay resource "bigboom.wav" (No loop)" and put it in with "-> Boss001: Destroy," it still goes choppy. Having this one sound in TRIGGER made it work, and the rest were able to work fine as you saw above.
Now, I am not sure right now the difference between using a channel and doing it the above way, but at this time, all sounds work fine. Thank you.
I included a copy of the game and cap if you wanted to review.
mediafire.com