I would be happy with a function that just cuts a wave off (if all channels are used) and starts playings it again. (instead of playing the full wave file and ignoring the playsound command)
Oh. Good idea. I'll think about it.
Maybe a STOPSOUND is required.
I too would like to see a STOPSOUND.
Sorry to reactivate this thread but I really could do with STOPSOUND too :)
It's on my TODO. I have implemented it already but not tested so far.
HUSH is a bit of overkill, right?
HUSH is a useful command to have, but sometimes you want to be able to stop an individual sound too.
Yes, I need a StopCommand in my game too as I need to stop sounds when a game object is leaving the scene.
Can you release the command with a big beta mark on it so we can test it?
Yea HUSH is still needed but its nice to stop individual sounds.
Whilst your in there, is there a chance we can have a LOOP flag on the PLAYSOUND as we have in the PLAYMUSIC ? - Its nice for ambient sounds so we can loop them but kill them off when not needed with the STOPSOUND.
do it yourself with ISSOUNDPLAYING()
Quote from: Kitty Hello on 2009-Aug-26
do it yourself with ISSOUNDPLAYING()
Yes, you could that but depending on how much is going on in a frame it could lead to hearable gab between the end and the start of a sound.
What he said ^ =D
Ive put a loop in but seeing that its not automatic there may be a slight silence when the loop is restarted manually. Sounds ok whilst the game loop is so quick, but I'd imagine once theres a bit more going on then the looping sound will suffer from slight silence.
Like in my game AstroCrusher which I'm porting ot GLBasic; When the enemy appears, I have an short alarm sound going as long it is on the screen. And that sound needs looping.
It's still not possible to specify a starting position for a sound sample I guess? Start x seconds into the sound for example.
No, and I have no way to do the start at x, because I use SDL for many platforms and sound playback is quite limited on features there.
edit - cmd is in.