Hi!
I’m trying to reserve some audio channels to be used with music and sound effects so that I can change both of their volumes separately.
It seems that PC calls audio.stop(emittersChannel) if soundChannel > 0 at least in function StopEmitter. This is bad I think, at least in my case where each of my game’s weapon firing (by enemies or player) are done using single-shot emitters and they then stop any other sound that’s been played on that same channel when they are finished.
So I get stuttering sounds if there are more than one sound playing at a time on same channel.
I think people use channel = 0 in many cases but I would like to use reserved channels.
Br,
Kalle [import]uid: 55867 topic_id: 23858 reply_id: 323858[/import]