diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Loop_Points/audio_sound_loop_start.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Loop_Points/audio_sound_loop_start.htm index ffacb4149..9c0141ef7 100644 --- a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Loop_Points/audio_sound_loop_start.htm +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Loop_Points/audio_sound_loop_start.htm @@ -52,7 +52,7 @@

Returns:

Example:

audio_sound_loop_start(snd_machine, 4);
audio_sound_loop_end(snd_machine, 10);
- ins_sound = audio_play_sound(snd_snd_machine, 100, true);

+ ins_sound = audio_play_sound(snd_machine, 100, true);

The above code sets the loop start point for the existing sound asset snd_machine to 4 seconds and the loop end point to 10 seconds. The sound is then played with a priority of 100 and loop set to true. The new sound instance gets its loop start and end position from the sound asset. Its ID is stored in a variable ins_sound.

 

 

@@ -72,4 +72,4 @@
© Copyright YoYo Games Ltd. 2023 All R audio_sound_loop_start --> - \ No newline at end of file +