start/stop looping sound events, ideally 2d and 3d

Author Topic: start/stop looping sound events, ideally 2d and 3d  (Read 1398 times)

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

i would love this

It's already possible, just not through eventing.

It's already possible, just not through eventing.
Well maybe someone should create the events then


It's already possible, just not through eventing.
...yes, that is why i suggested this


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.

thx m8

edit: i can't seem to get it to work
« Last Edit: May 04, 2015, 10:10:51 PM by Hawt »

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.

stuff, I added the folder to the zip files, not its contents. My bad.

Check the Add-Ons section.
« Last Edit: May 05, 2015, 01:40:50 PM by Pie Crust »