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Hi there – I’m experiencing what I’m starting to suspect is a common problem with Fmod – making things loop correctly!

I’m working with Crysis 2 which doesn’t appear to support simple events for some reason – therefore I’m forced to make my sounds loop with a multitrack event… I’ve created a sound definition, which works as intended, playing a different one of my 8 .wavs each time – however, upon inserting this sound definition into an event, fmod (and indeed, the game) selects one of these 8 .wavs, and loops it continuously. Furthermore, when i set the spawn times of the sound definition to something more sensible (5-6 seconds), it ignored these settings, too!

I am following the instructions found here:
viewtopic.php?f=19&t=14647&p=49852&hilit=random+loop#p49852

I have included screenshots of my project, perhaps I’m just too low on coffee / sleep to spot the mistake… 😛

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Unfortunately, it’s up to Crytek to decide what Crysis 2 does and does not support.

As for your issue, I can see from your screenshots that you’ve followed steps 1-4 of solution one in my knowledge base post, but I can tell from the colour of the sound instance in your first screenshot that you didn’t follow step 5. In the Event Editor, right-click on the sound instance to open the context-sensitive menu, then select the ‘Sound Instance Properties…’ menu item. Then, in the ‘Sound Instance Properties’ window, set the ‘Loop Mode’ property to ‘Oneshot.’

That should solve your problem.

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Yep – it works! Thanks for the rapid response!

I would suggest clarifying on the knowledge base post that in order to set the looping property, you right-click on the sound definition in the event window – I thought you were referring to the option on the far-right of the Event window, where I’ve selected Oneshot > Yes.

Now for Bird02…

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[quote="Calamity Jones":2o9jcscp]I would suggest clarifying on the knowledge base post that in order to set the looping property, you right-click on the sound definition in the event window – I thought you were referring to the option on the far-right of the Event window, where I’ve selected Oneshot > Yes.[/quote:2o9jcscp]
You might be on to something, there. The differences between events, sound defs and sound instances are laid out in the manual, but a little more clarity in the right place couldn’t possibly hurt.

EDIT: I have clarified the knowledge base entry, as you suggested.

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