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Hi There!
I wonder how I can move the “playing point” to different Markers (inserted with sound forge) in my wave file? I want to do it in real time depending on what´s happening in the game.
Please help… 😥

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Hi Again!
What is a sample? Is it some sort of time?
-Patrick

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Hi Again!
I usually associate samples with soundfiles, but I don´t know if it´s right in this situation?

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Found it..

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Hi!
Now I´m using the FSOUND_Stream_SetSyncCallback function, and it works. But it has created a new problem, when FSOUND_Stream_SetSyncCallback function founds a marker it calls the callback function over and over again. I just want it to call the function one time? How will I do that?
(I´ve used a bool to just use the FSOUND_Stream_SetSyncCallback function one time, but when I set the bool to true again, the FSOUND_Stream_SetSyncCallback function is still at the same marker, I just want FSOUND_Stream_SetSyncCallback to call the callback function ONE time per marker)

— SetSyncCallback Code —
FSOUND_Stream_SetSyncCallback(pSong, (FSOUND_STREAMCALLBACK)Song::Callback, (int)this);

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Hi!
This is what I´m doing inside the function.

signed char Success = FSOUND_Stream_SetTime(pSong, msMarkTwo);

When it founds the first mark, jump to the second mark.

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