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Hi,

I’ve got a cue which has a theme with two segments in it. The first one plays a short wav and then links to the second one, which is supposed to loop. When I audition in FMOD Designer the cue loops, but when I play the cue in game (using promptCue) it doesn’t loop. Does anyone have any idea or advice on why this would be happening? I’m using FMOD Ex 4.32.03.

Cheers,
Sam

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Thanks very much!

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bump so I can’t use promptCue if I want the cue to loop?

Cheers,
Sam

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To the best of my knowlegde, that is the correct. I believe the rationale, is that since when you call promptCue you do not hold a handle onto the cue object, you wont have anyway to stop it once it’s looping. So the promptCue functionality is designed for that fire-and-forget behaviour.

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[quote="peter":thazdy08]I would try opening your project in FMOD Music Player to see if you can reproduce the behaviour you are seeing in your game. If not, prehaps try changing your use of promptCue to prepareCue and MusicPrompt::begin(). If that doesn’t work either, please feel free to send an email through to support@fmod.org with your FEV and FSBs attached and someone will take a look.[/quote:thazdy08]

Thanks, I changed it to use prepareCue and MusicPrompt::begin instead, and now it loops! I was thinking that I could use the cues in a kind of "fire and forget" way, where I trigger the cue and don’t have to track the MusicPrompt object. Is this possible, or do I have to use prepareCue/begin and then keep track of if/when the cue finishes (in this one particular case, the cue is the level’s music which loops for the duration of the level, but sometimes I may want to play stings where I don’t care about the MusicPrompt object – if I need to do this I can put a flag into our level editor where the cues are triggered but it would be nice if our designers didn’t have to do anything).

Thanks,
Sam

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Hi sizzo, welcome to the FMOD Forum.

I would try opening your project in FMOD Music Player to see if you can reproduce the behaviour you are seeing in your game. If not, prehaps try changing your use of promptCue to prepareCue and MusicPrompt::begin(). If that doesn’t work either, please feel free to send an email through to support@fmod.org with your FEV and FSBs attached and someone will take a look.

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bump anyone got any suggestions that might save me from rebuilding from source and debugging all the way? :/

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