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?
Looping a sound in Spring
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Re: Looping a sound in Spring
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.
Play sound only at the start of a burst, so that it doesn't stutter, yes. Use soundTrigger = true in the weaponDef, IIRC.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: Looping a sound in Spring
Yeah, flamethrowers have been an endless pain in the ass because of the non-looping sounds since the beginning of time.
Re: Looping a sound in Spring
sounds.lua ?
Re: Looping a sound in Spring
...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.
Re: Looping a sound in Spring
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...
Any ideas? What can be done in sounds.lua?
Edit: I mean weapons such as Penetratror and Doomsday Machine...
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Looping a sound in Spring
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.
Sucks, but it's about all we have.
Re: Looping a sound in Spring
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.