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Guest Patrick_Waugh

Using sustaining loops in sounds

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Guest Patrick_Waugh

As you may know, you can create sustaining loops in sounds, as MS has which allow the spin up, sustaining part, and spin down of sounds to all be contained and played in a single sound file (at least using the FS sound system).However, when the FS sound system will not trigger sounds for us, and we have to do so ourselves with directX, I am wondering how we can do something similar, ie. trigger the sound which will play the clip with the sustaining part, and then trigger sometime later the "tail" of the sound.I'm searching the directX SDK as we speak, but if you can clue me in I thank you.

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I think the GetCurrentPosition and SetCurrentPosition methods are what you are looking for.Doug

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Guest Patrick_Waugh

Thanks Doug.It seems I have to extend my sound system a bit.

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I just looked those functions up. We're dealing in bytes here, not seconds. Only way to keep it to integer values I guess.Grim...Doug

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Guest Patrick_Waugh

Actually, I think I have to read these as midi to make this work. =(Would have been nice if the dang starter just worked and would trigger sounds so I could use the game engine instead.For some reason, the starter is there, and toggles now (they fixed that), but won't trigger any sound under engine type 3.

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