Author Topic: Using a loop as a gun sound (Help)  (Read 1888 times)

'playAudio' has a sound playing in slot 0, so that doesn't need to be changed
Then the sound should have stopped playing then if it is the correct slot.

None of your suggestions worked. Should i just scrap this idea?

I made a gun with a looping sound effect and it worked just fine using most of the methods described in this thread.
This may or may not work but try putting the stateScript for the onStopFire function in this block of code instead:

Code: [Select]
stateName[1]                    = "Ready";
stateTransitionOnNoAmmo[1] = "ReloadStart";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1]        = true;
stateSequence[1] = "idle";
« Last Edit: December 17, 2015, 03:54:05 AM by Rally »

Quote
I made a gun with a looping sound effect and it worked just fine using most of the methods described in this thread.
This may or may not work but try putting the stateScript for the onStopFire function in this block of code instead:

Didnt work, the gun wouldnt even reload to begin firing in the first place lol.