I already thought about that and looked at GetSoundDuration, but was
discouraged by the comments above the declaration:
// Just loads the file header and checks for duration (not hooked up
for .mp3's yet)
// Is accessible to server and client though
virtual float GetSoundDuration( const char *pSample ) = 0;
But I never actually tried it. If it works, I'll probably have no other
choice than to do that. I was just hoping there was a way that the engine
supported like it does with WAVs.
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Skillet
Sent: Saturday, April 21, 2007 9:45 AM
To: [email protected]
Subject: Re: [hlcoders] Looping MP3
--
[ Picked text/plain from multipart/alternative ]
You can use enginesound->GetSoundDuration() with the .mp3 to figure out how
long it is then stop the old sound and start a new one once that time has
elapsed.
On 4/19/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
>
> Will support for this be added someday? I really would prefer not to do
> this
> manually as I am trying to do it from a server plugin.
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Adam "amckern"
> McKern
> Sent: Thursday, April 19, 2007 4:51 PM
> To: [email protected]
> Subject: Re: [hlcoders] Looping MP3
>
> As far as i understand, the copy of miles that source
> runs has no support for looping mp3s.
>
> Adam
>
>
> --- Tony Paloma <[EMAIL PROTECTED]> wrote:
>
> > This is a multipart message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > As many of you probably know, you can have the
> > engine automatically loop a
> > wav file by inserting a cue point into the wav at
> > the place where you want
> > the loop to start. Is there a similar way to do this
> > with an MP3 or is it
> > WAV only.
> >
> > --
> >
> >
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>
>
> --------
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>
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