View topic - Looping a sound in Spring


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PostPosted: 11 Nov 2009, 00:06 
Evolution RTS Developer

Joined: 01 Nov 2009, 09:31
Hello.

Say I have a flamethrow wav sound loop, is there there any script I can add which will, instead of starting the sound each time a projectile comes out, rather it will play it once only and loop the sound while the flame projectiles are coming out?
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PostPosted: 11 Nov 2009, 04:10 
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
Loop, no- Spring does not support true endless looping atm. You can approximate it, but that's all.

Play sound only at the start of a burst, so that it doesn't stutter, yes. Use soundTrigger = true in the weaponDef, IIRC.
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PostPosted: 16 Nov 2009, 01:38 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Yeah, flamethrowers have been an endless pain in the ass because of the non-looping sounds since the beginning of time.
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PostPosted: 16 Nov 2009, 09:09 
Spring Developer
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Joined: 28 Jun 2007, 06:30
sounds.lua ?
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PostPosted: 16 Nov 2009, 18:39 
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
...does not actually allow for endless loops. The "loop" instruction merely cuts it off, which is not the same thing as a true endless loop. Try testing it, you'll see what I mean.
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PostPosted: 27 Nov 2012, 11:45 
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Joined: 23 Feb 2009, 16:29
Location: Finland
I have the same problem but for Laser Beam type weapons. I already made a check that it will only play the sound once per every living projectile, but it still stutters. The reason is that the frequency of projectiles is so huge in comparison with sound length.

Any ideas? What can be done in sounds.lua?

Edit: I mean weapons such as Penetratror and Doomsday Machine...
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PostPosted: 14 Dec 2012, 21:41 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
The only way I have found to make it work nicely are using short sounds without an obvious beginning or end, just quickfade the beginning and end of it.

Sucks, but it's about all we have.
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PostPosted: 15 Dec 2012, 18:00 
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Joined: 23 Feb 2009, 16:29
Location: Finland
But I'm using the same sounds as the ones included in basecontent. I just play them manually from playsoundfile and then this happens. It doesn't happen if the sound is played by the engine. So that led me to believe that playsoundfile-items are not pre-cached.
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