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start/stop looping sound events, ideally 2d and 3d
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Topic: start/stop looping sound events, ideally 2d and 3d (Read 1405 times)
·::Kishgal::·
May 01, 2015, 07:27:21 PM
title says it all, this should in theory be fairly simple?
this is for the final stages of practically applying
this
, i've decided that i hate the music system enough to request this
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Hawt
May 01, 2015, 07:31:05 PM
i would love this
Arekan
May 01, 2015, 08:08:57 PM
It's already possible, just not through eventing.
Zeblote
May 02, 2015, 04:40:52 PM
Quote from: Arekan on May 01, 2015, 08:08:57 PM
It's already possible, just not through eventing.
Well maybe someone should create the events then
Hawt
May 02, 2015, 10:02:04 PM
buhmp
·::Kishgal::·
May 02, 2015, 10:40:20 PM
Quote from: Arekan on May 01, 2015, 08:08:57 PM
It's already possible, just not through eventing.
...yes, that is why i suggested this
·::Kishgal::·
May 04, 2015, 06:38:31 PM
Quote from: Hawt on May 02, 2015, 10:02:04 PM
buhmp
Pie Crust
May 04, 2015, 09:38:14 PM
Here you go.
Adds an RTB pref which sets the loop delay time and adds a boolean output event named "loopSound". When enabled, the brick will loop the playSound. Tested and works. It will probably not work as intended if more than one playSound(); is fired in the same brick as I did not add a check for different sound datablocks being played.
Hawt
May 04, 2015, 10:04:34 PM
thx m8
edit: i can't seem to get it to work
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Last Edit: May 04, 2015, 11:10:51 PM by Hawt
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Zeblote
May 05, 2015, 04:34:23 AM
Quote from: Hawt on May 04, 2015, 10:04:34 PM
thx m8
edit: i can't seem to get it to work
He packaged it wrong, the files are in a subfolder for some reason.
Pie Crust
May 05, 2015, 02:33:20 PM
stuff, I added the folder to the zip files, not its contents. My bad.
Check the Add-Ons section.
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Last Edit: May 05, 2015, 02:40:50 PM by Pie Crust
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start/stop looping sound events, ideally 2d and 3d