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We have scenario where we want to be able to toggle looping and even set custom loop-points for a given event in our game. Now, provided that the source is forced to FMOD_SOFTWARE this should work by accessing the channelgroup for the event and use Channel::setLoopCount and Channel::setLoopPoints if I have understood things correctly. My fear though is that some features in the designer API might go missing like for instance if the sound that is to be looping uses some kind of randomization of sampledata (random, shuffle, etc). If so, do you have any idea how we could make randomized loops from the same data that is used for one-shots.

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I have come up with an alternative solution but I don’t know how well it will work or even if it will work. The idea is to have a sample that consists of a loop with a number of elements with a final tail. When I want to loop it I just play a loop-region that doesn’t include the final tail and when I want a one-shot I just play the final loop-item and the tail. This means that the content can be kept in one file which makes the work for our sound designer a whole lot easier. Jumping around in the loop is supposed to be done by using Channel::setPosition for all channels in an event. Will it work? Is Channel::setPosition accurate enough?

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