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I know I’ve brought this up before: it would be extremely useful to be able and tell a looping sound to stop, but only once a complete iteration of the loop as completed.

As an example in use: if an NPC is firing an automatic SMG, I don’t want to play 50 sounds in a very short period of time. Instead, I’d rather like to code the playing of a looping SMG fire sound, and then when the NPC stops shooting, stop the sound. But I can’t just stop the sound in the middle of firing (it sounds terrible).

If there were functions to get an idea of where in the Event a sound currently is, I could do this myself. But ideally this would just be a simple function like stopAtEnd() or stop(bool wait_until_loop_completes);

Jeff M.

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we can probably do something like this as an attribute for a sound definition, it probably shouldnt be in the programmers hands. The normal method would be to simply switch the low level loop mode from FMOD_LOOPMODE_NORMAL to FMOD_LOOPMODE_OFF which makes it run to the end then stop.

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