From 3698a62420c6b1d059afef3ea2634ed456155cc6 Mon Sep 17 00:00:00 2001 From: nekonesse <50628290+nekonesse@users.noreply.github.com> Date: Thu, 12 Sep 2024 01:25:27 -0400 Subject: [PATCH 1/6] Fix typo in audio_sound_loop_end.htm ins_sound tries to play "snd_snd_machine" instead of "snd_machine" which the audio_loop_start and audio_loop_end refer to, this fixes that issue. --- .../Audio/Audio_Loop_Points/audio_sound_loop_end.htm | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Loop_Points/audio_sound_loop_end.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Loop_Points/audio_sound_loop_end.htm index eea46d71..258bacbb 100644 --- a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Loop_Points/audio_sound_loop_end.htm +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Loop_Points/audio_sound_loop_end.htm @@ -51,7 +51,7 @@
audio_sound_loop_start(snd_machine, 4);
audio_sound_loop_end(snd_machine, 10);
- ins_sound = audio_play_sound(snd_snd_machine, 100, true);
+ ins_sound = audio_play_sound(snd_machine, 100, true);
The above code sets the loop start point for the existing sound asset snd_machine to 4 seconds and the loop end point to 10 seconds. The sound is then played with a priority of 100 and loop set to true. The new sound instance gets its loop start and end position from the sound asset. Its ID is stored in a variable ins_sound.
@@ -72,4 +72,4 @@