Tilde Posted June 30, 2016 Share Posted June 30, 2016 game.bgm = game.add.audio('southSide'); game.bgm.addMarker('start', 0, 11.748, 0.7); game.bgm.addMarker('loop', 11.748, 110.769, 0.7, true); game.bgm.play('start', 0, 0.7, false); game.bgm.onMarkerComplete.add(function() { // This will only fire once, and the sound will NOT loop after heading into the loop section under any circumstances if (game.bgm.volume != 0.0) { console.log('yes'); game.bgm.play('loop', 0, 0.7, true); } }, this); I did a search on this and it turns out it's just never been fixed! Link to comment Share on other sites More sharing options...
rich Posted June 30, 2016 Share Posted June 30, 2016 If there has never been a GitHub issue created for it, then it would never have been known about to fix it (hint hint) Tilde and LTNGames 2 Link to comment Share on other sites More sharing options...
Tilde Posted July 1, 2016 Author Share Posted July 1, 2016 I'll probably do that from now on instead of my current strategy of commenting "god damn it, Rich" everywhere I use audio Link to comment Share on other sites More sharing options...
rich Posted July 1, 2016 Share Posted July 1, 2016 Put it this way: no issue, no fix. Link to comment Share on other sites More sharing options...
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