Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Rob Vawter Newsgroups: scea.yaroze.programming.sound Subject: Re: problem with looping sound effect Date: Mon, 12 Jan 1998 12:44:43 -0800 Organization: SCEA News Server Lines: 17 Message-ID: <34BA80BB.46D6@playstation.sony.com> References: <340D85AA.41C67EA6@eecs.uic.edu> NNTP-Posting-Host: 206.41.6.40 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0Gold (Win95; I) Greggerzowski wrote: "I am having a problem with getting sound effects to play continuously until told to stop (loop). I thought the way to do it was to first use the -L when using aiff2vag to make it a looping sound effect, and then in the program create an ID for the sound effect (like LASER) and then when wanting to start the sound write: LASER = SsUtKeyOn(), and then when stopping it, write: LASER = SsUtKeyOff(). Is this correct? or am I missing something. I have a feeling my broblem is in the arguments passed to the two functions. Maybe someone could explain to me what exactly needs to be done special to make a sound effect loop?" You've done everything correctly. No special arguments need to be set to loop sound. The sound was either converted as a looping sound or not. However, if you reuse the PSX voice that is playing back a looping sound, no more looping sound.