issue with sound

I’m running into a conundrum. I have the need to do the following.

background ambient audio that plays on a loop
For this I would use

media.playSound(soundId, true);  

BUT at the same time I need to have a sound that will play BUT needs to be stopped if the user initiates something like hits a pause button. I can’t use playEventSound because there is no way to stop an event sound after its started, and if I use playSound it will overwrite the background ambient audio thats already playing. I also can’t use playEventSound for the ambient sound because I need to be able to stop it if the user moves to the next screen AND i need it looping. hope this isn’t confusing.

Basically what I need is the ability to stop an event sound, like media.stopEventSound(soundId). Is there some mechanism for this anywhere? [import]uid: 6317 topic_id: 1601 reply_id: 301601[/import]

playEventSound has no looping ability and is only meant for short (1 to 3 seconds) sounds so there is no need for a stop command.

It sounds like you need the ability to have multiple media.playSound events running which is not currently supported.

-Tom [import]uid: 7559 topic_id: 1601 reply_id: 4641[/import]

pretty much, I was thinking the stopEventSound would also solve my issue as i have no idea if/when playSound with multiple threads would be added. Thanks. [import]uid: 6317 topic_id: 1601 reply_id: 4643[/import]

I added it as feature request #573.

-Tom [import]uid: 7559 topic_id: 1601 reply_id: 4649[/import]