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Looping sound > start then stop

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ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Mon May 24, 2010 1:40 pm Post subject: Looping sound > start then stop |

Is it possible to start a looping sound, then stop it? _________________ my site

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Lardarse Joined: 05 Nov 2005 Posts: 243 Location: Bristol, UK |

Posted: Mon May 24, 2010 2:07 pm Post subject: |

Create an entity that will start by playing .noise1 until triggered, then switch between .noise1 and .noise2 whenever triggered. Then make .noise1 be the looping sound, and .noise2 be a sound that isn't looping. _________________ <ekiM> Son, you're writing data structures your CPU can't cache.

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Mon May 24, 2010 2:56 pm Post subject: |

and from a QC perspective: a sound is replaced if you play another sound on the same entity+channel (except not channel 0). this is true whether the old sound was looping or not. so you can stop a sound by playing a null sound. note that this is similar to the sounds made by moving trains (except that the replacement sound is not silent in that case).
with qw engines, be careful about phs (replacement sound should have no attenuation)...
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ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Mon May 24, 2010 4:54 pm Post subject: |

Cheers for that, got it working using the null.wav. _________________ my site

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Lardarse Joined: 05 Nov 2005 Posts: 243 Location: Bristol, UK |

Posted: Tue May 25, 2010 8:20 am Post subject: |

There is a map hack that can do this if you're not modifying code. _________________ <ekiM> Son, you're writing data structures your CPU can't cache.

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