How can you repeat at will the same sound effect, but WITHOUT having to use a specific channel number?
I note that when you use “clickSoundChannel = audio.play(mySoundEffect)” to play a particular sound effect that everytime you use this “play” that a NEW channel number is allocated. Is there a way to be able to play a sound effect again on the exiting channel number (BUT I don’t want to have to pick/specify a channel number in an audio.play())
BTW while trying GGSound the other day it had your requirements as a default behaviour, might save you some time: https://github.com/GlitchGames/GGSound
Are you wanting to loop your effect? There is a loop parameter on audio.play() that tells how many times to play the sound and one value says repeat indefinitely. See:
Hi Rob. No to loop. Just to replay whenever I need to. Eg for a click sound if a button is pushed. Was hoping to have a way to do without having to manually set a channel, but not chew up multiple different channels either
I’ve handled this in three different ways depending on the game. For one game, I had my background looping on channel 1, my ambient effects playing on 2, my UI effects on 3 and my voice overs on 4. There shouldn’t be any situation in this game where I would try to play more than one sound on one channel at a time. Then in another game, there could be multiple sounds playing at once. In that case, I used the audio.findFreeChannel() API call to get a channel number. I usually reserve 1-2 channels for things like the background music.
BTW while trying GGSound the other day it had your requirements as a default behaviour, might save you some time: https://github.com/GlitchGames/GGSound
Are you wanting to loop your effect? There is a loop parameter on audio.play() that tells how many times to play the sound and one value says repeat indefinitely. See:
Hi Rob. No to loop. Just to replay whenever I need to. Eg for a click sound if a button is pushed. Was hoping to have a way to do without having to manually set a channel, but not chew up multiple different channels either
I’ve handled this in three different ways depending on the game. For one game, I had my background looping on channel 1, my ambient effects playing on 2, my UI effects on 3 and my voice overs on 4. There shouldn’t be any situation in this game where I would try to play more than one sound on one channel at a time. Then in another game, there could be multiple sounds playing at once. In that case, I used the audio.findFreeChannel() API call to get a channel number. I usually reserve 1-2 channels for things like the background music.