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| 19 Apr 2014 05:28 PM |
| It would be a good feature if you had an audio Delay option when an audio is looped. The delay time would be in seconds. This feature would basically play Audio, but wait an amount of seconds (Delay time) before replaying the sound. |
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| 20 Apr 2014 02:29 AM |
You can... while true do PlayAuido()--Not too sure on the method of this doe... StopAudio()--Yeah, IDK the wording Wait(5) PlayAudio() StopAudio() end |
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| 20 Apr 2014 02:33 AM |
while true do game.Workspace.Sound:Play()--DIS IS BETTER game.Workspace.Sound:Stop() Wait(5) game.Workspace.Sound:Play() game.Workspace.Sound:Stop() end |
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| 20 Apr 2014 02:36 AM |
| I mean, I was thinking of playing the Audio fully and then having to wait a while before it replays, Not playing an Audio then stopping it one second through. |
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| 20 Apr 2014 02:36 AM |
| Or use Pause(), that works too. |
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| 20 Apr 2014 02:37 AM |
| I know the basic scripting of Audio.. |
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| 20 Apr 2014 02:38 AM |
while true do game.Workspace.Sound:Play()--DIS IS BETTER Wait(However long it is) game.Workspace.Sound:Stop() Wait(5) game.Workspace.Sound:Play() Wait(However long it is) game.Workspace.Sound:Stop() end |
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| 20 Apr 2014 02:38 AM |
| I was thinking of playing the Audio fully and then having to wait a while before it replays, Not playing an Audio then stopping it one second through. |
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| 20 Apr 2014 02:40 AM |
My script would wait whilst it's playing [:TDP:] |
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| 20 Apr 2014 02:45 AM |
For this:http://www.roblox.com/15-Second-Dubstep-item?id=130762870 it would be like this: while true do game.Workspace.15SecondDubstep:Play()--DIS IS BETTER Wait(15) game.Workspace.15SecondDubstep:Stop Wait(5) game.Workspace.15SecondDubstep:Play() Wait(15) game.Workspace.Sound:Stop() end |
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SpeedZero
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| Joined: 17 Aug 2013 |
| Total Posts: 59 |
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| 20 Apr 2014 03:13 AM |
| Guys, this in no way at all is possible with scripting, so I second that there should be a delay option. But if they made "IsPlaying" actually update after the song has been played or stopped, we could make our own Sounds do that. |
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