[Bf-committers] Game Engine Sound Behaviour

Yann Vernier yann at donkey.dyndns.org
Fri Dec 31 18:18:43 CET 2004


On Fri, Dec 31, 2004 at 01:44:19PM +0100, Alexander Ewering wrote:
> a (longer) sound. Now when I *again* trigger this actuator *while* the same
> sound is still playing, should it *stop* the already playing instance and
> start it over, or should it *add* another instance?

That should be configurable. For instance, a sound meant to indicate the
noise a rocket makes flying away would be duplicated (although in this
case, the sound actuator should really be on the rocket). It is very
annoying, however, to have your character saying multiple things at the
same time. 

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