Game Development Community

How do I fadein a looped sound?

by Rich Adam · in Torque 3D Professional · 01/16/2010 (6:53 pm) · 1 replies

I have tried as many tricks as I can think of to fadein a looped sound. Setting a fadeInTime param in the SFXEmitter or in the SFXDescription will result in stuttering playback. I tried to modify SFXSource by cloning play() into playF(F32). I am using an emitter, so getting the mSource is protected and therefore getVolume() and setVolume(F32) are not available.

What is the best approach for this?

#1
01/19/2010 (3:33 pm)

Setting fadeInTime on looped sounds actually should work in 1.0.1 but alas, it seems not to in your situation.

The fade system has been entirely rewritten for 1.1 and there is also new support for fading looped sounds per-cycle or per-play.

There has been *a lot* of work on the SFX system between 1.0.1 and 1.1 and I really encourage you to make the switch when the upcoming Beta is out.