Another quick query – I’m trying to play back a sound three times (it has multiple wavetables in it) with constrained random pause between them and then stop the event.
Using the looping behaviour in the SoundInstance in the event editor doesn’t allow me to add the pause between the sounds, and I’d like to minimise memory footprint by using a simple event so I’m using spawning to control this.
With a Spawn Count of three and a Spawn Time of 600-1200ms the event sounds just how I want it to. However when doing this the OneShot property of the event is forced to "No", so that even after the three repetitions the sound have played, the event never stops.
Is there a way to make the event stop once the spawn count is met – or do I have to use a complex event for this.
- GeorgeWilliamson asked 6 years ago
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