Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

looping a sound from a sprite, plays the whole sprite after starting it from an event #604

Closed
raphaelstary opened this issue Aug 24, 2016 · 1 comment

Comments

@raphaelstary
Copy link

when using sound sprites,
when you try to loop a sound after another sound ended it plays the whole sprite

var songA = sounds.play(SONG_A);
sounds.once('end', function () {
            var songB = sounds.play(SONG_B);
            sounds.loop(true, songB);
}, songA);
@raphaelstary
Copy link
Author

a similar thing happens, if you try to fade (out) a sound, after an event was registered (or triggered), the fade is not happening (sometimes not every time)

var lastSound = sounds.play(Sound_A);
sounds.once(...., lastSound);

sounds.fade(..., lastSound); // sometimes not working

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant