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How do you loop BGS?

Okay since the frame by frame waiting is not accurate enough as discussed in the previous thread i posted how would you loop BGS effectively?
 
Normally BGM and BGS loop automatically.
If you are using a compressed sound format (pretty much anything other than .midi, .wav and .aff) there will be a delay between each loop (only a bout a half a second)

How do you have the sound set to play?
is it in the map properties or even based?
 
Yeah but the thing is i am using an event system that generates random BGS so merging them will be a pain cause it will be like a lot of multiples of BGSes

If thers no way to do it ill use worst case scenario plan : i merge BGM with BGS. I will try with audacity is it easy to use?
actually i think its also possible with garageband on my mac :eek:
 
Hey, here's a thought: You could always make some of the sounds SE instead of BGS, if you're changing among them kinda randomly. A parallel-process event that goes Play SE, Wait is the same thing as creating another BGS track, although it will cause lag if you overdo it.
 
archerRin":2j8cfqoy said:
Good idea man I will try that. You can overlap SE sounds , unlike BGS , right?

Yes, you can. Just be warned that the system will not allow you to play the same SE over and over very quickly. Instead you will hear nothing to hint it is playing. (Which makes it difficult to do a coinage sound effect like the one on Zelda)
 

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