Path: chuka.playstation.co.uk!news From: Anna Newsgroups: scee.yaroze.programming.sound Subject: never-ending sound with SsUtKeyOn Date: Tue, 03 Mar 1998 00:15:37 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 16 Message-ID: <34FB4BA9.41C6@bournemouth.ac.uk> NNTP-Posting-Host: o2cg6.bournemouth.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01SGoldC-SGI (X11; I; IRIX 6.3 IP32) After finally managing to coax some sound outta me Yaroze, I'm now having problems using it. Basically, I have one sound effect, a "ping" noise which happens when the player collides with objects. Now, if I set that off with SsUtKeyOn when the player's object detects collision, then i get a never ending noise which is never switched off again. However, if I put SsUtKeyOff in, it switches the sound off as soon as it goes on, so the result is no noise. I know that both SsUtKeyOn and SsUtKeyOff are working, cos they're returning valid values. So my question is: When should I use SsUtKeyOff? Is there some kind of way of doing a sound sync, in the same way that Vsync does screen drawing? I basically just want the noise to last as long as the sample "ping" it comes from. Do the vag files contain infomation about the length of a sound? Cheers, Anna.