• Infinite Sound Loop
    4 replies, posted
I'm trying to figure out how to make a basic entity infinitely loop sound, but in a way suited for long term and multiplayer. CreateSound needs to be redone when a new player joins apparently. Could someone point me in the right direction? Thanks(please save me), 51italian
[code]local ambSound = Sound("music/hl2_song26_trainstation1.mp3") function ENT:Initialize() self:SetModel( "models/hunter/blocks/cube025x025x025.mdl" ) self:PhysicsInit( SOLID_NONE ) -- Doesn't collide with anything, including the world. It's only a speaker. self:SetMoveType( MOVETYPE_NONE ) -- Don't ever move since we'll try and set it through lua config. self:SetSolid( SSOLID_NONE ) -- Don't collide local phys = self:GetPhysicsObject() if (phys:IsValid()) then phys:Wake() end local soundLength = SoundDuration(ambSound) if soundLength > 0 then timer.Create( "soundEmit", soundLength, 0, playSound ) end end [/code] I can't figure this out.
What is playSound?
There are several ways to loop sounds... 1 would be to use GoldWave or Wavosaur to create cue-points so that the sound will start and play as normal, but when it reaches the end cue-point it returns to the start-cue point ( so you can have it set so there is a wind-up effect then loop at the wound-up sound ). 2 would be to use the current sound system to create the sound with the "loop" flag. 3 would be to use sound-duration to schedule sound:Stop( ) and sound:Play( ) to occur... Unfortunately, you must Stop the sound before Playing the sound in terms of looping.
[url]http://wiki.garrysmod.com/page/Creating_Looping_Sounds[/url]
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