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EmitSound in C++


Pixel Perfect
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Is there anyway I can stop a sound playing when using EmitSound in C because unlike Lua and BMax it doesn't return a soundSource?

 

I want the source tied to a moving entity created at run time so it makes sence to use EmitSound but I need to be able to have it loop untill I choose to stop it.

 

How does it even get freed? Does this only occur when the entity it's attached to is freed?

 

 

 

 

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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Ok, I just created a source and reassigned it's position every frame. Simple enough workaround but I still wonder if I'm missing something here!

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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