Sign in to follow this  
Guest Patrick_Waugh

Using sustaining loops in sounds

Recommended Posts

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.

Share this post


Link to post
Share on other sites
Help AVSIM continue to serve you!
Please donate today!

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

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this