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How to check is an Audiopath is empty?

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I wish to create an array of Audiopaths, so that when I want to play a 3D sound I can locate an ''empty'' one and use it (was it you that told me that?). Is that possible?

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Place the audiopaths on a stack and pop off the first one when you want to play a segment. Use segment notifications to signal when a segment has finished playing, and take the associated audiopath and push it back onto the stack.

[edited by - Mastaba on December 13, 2003 11:40:34 AM]

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Thanks. I''ll get onto that. If I have enough Audiopaths then I wont even need to use segment notificaion to tell me when the sound has finished playing - just move it to the bottom as I play the sound. Better do it anyway though, just to be safe.

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I have the system up and running using a linked list. I could take a Audiopath that is playing a sound and then stuff it on a seperate list, then move it back to the end of the main list when it is finished, but I really dont need to because I have enough Audiopaths on the list to simply move one to the back as I play a sound on it. Anyhow, given a situation where I was to play a sound on a Audiopath that already has something on it, nothing bad would happen - infact it is probably better that I cancel out the sound that is already playing for the new one. Making sense?
Just wonder, is it normal to use 3D sound in a 2D game? The player is a small soldier in the center of the screen, and the sound evolves around him. But the game is not seen from his point of view, it is seen from a distance. Therefore, it all seems kind of odd when playing. However, I have helped the situation by moving the listener back significantly to account for the camera being ''behind'' the 2D scene.
Thanks for all the help.

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