At 12:45 PM -0800 2/9/03, you wrote:
Here's another aspect of how these ancient loops were used.

A sound file would be branded with an internal loop.
When Imported, the member would recognize the loop markings & default the member's Loop property to ON.

Placing the sound in the score, the sound would be triggered by the playhead & & play the front part & get into the loopback area & keep looping as long as the score sprite continued & then when the playhead ran off the sound channel sprite, the current loop would finish and the tail of the sound would play.

Often people would trigger one of these just before branching to a new movie and the loop would disguise the load time of the new movie. When the new movie got started, the score's sound channel wouldn't have a sprite in it, so the sound would finish playing it's loop & then play the tail. Quite slick.

The d8 Sound Lingo was specifically designed to make it so that one could do all this w/o needing to brand the sound file or muck with the score's sound channels at all.
forgot to mention one thing -

the d8 sound function .breakloop() was designed to do that part of the score trick that occurs when you leave the score sprite.

IE - the breakLoop() function causes a looping sound to play thru it's current loop & to play out the tail of the sound.

hth
-Buzz
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