Give me one viable reason to specify this many attributes when creating the AudioEmitter object.
new AudioEmitter(SM_Music)
{
position = "-1.25972 -0.189093 0";
rotation = "0 0 1 180";
scale = "1 1 1";
profile = %profile;
useProfileDescription = "0";
description = "AudioLooping2D";
type = "0";
volume = "1";
outsideAmbient = "1";
ReferenceDistance = "4";
maxDistance = "9001";
isLooping = "1";
loopCount = "-1";
minLoopGap = "0";
maxLoopGap = "0";
enableVisualFeedback = "1";
is3D = "0";
coneInsideAngle = "360";
coneOutsideAngle = "360";
coneOutsideVolume = "1";
coneVector = "-8.74228e-008 -1 0";
};
This is what most of my ambience systems use, and it works just as perfectly if not slightly better (since it straight out causes the game to ignore most checks by not specifying any limits):
%emitter = new audioEmitter() {
profile = %profile;
volume = %volume;
is3D = false;
isLooping = false;
type = 0;
useProfileDescription = false;
};