Looping sound > start then stop
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Looping sound > start then stop
Is it possible to start a looping sound, then stop it?
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Create an entity that will start by playing .noise1 until triggered, then switch between .noise1 and .noise2 whenever triggered. Then make .noise1 be the looping sound, and .noise2 be a sound that isn't looping.
Roaming status: Testing and documentation
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Lardarse - Posts: 266
- Joined: Sat Nov 05, 2005 1:58 pm
- Location: Bristol, UK
and from a QC perspective:
a sound is replaced if you play another sound on the same entity+channel (except not channel 0).
this is true whether the old sound was looping or not.
so you can stop a sound by playing a null sound.
note that this is similar to the sounds made by moving trains (except that the replacement sound is not silent in that case).
with qw engines, be careful about phs (replacement sound should have no attenuation)...
a sound is replaced if you play another sound on the same entity+channel (except not channel 0).
this is true whether the old sound was looping or not.
so you can stop a sound by playing a null sound.
note that this is similar to the sounds made by moving trains (except that the replacement sound is not silent in that case).
with qw engines, be careful about phs (replacement sound should have no attenuation)...
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
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