I have a sound effect in my game that I only want to play if it is not already playing. There doesn't seem to be a soundplaying() function, but there is a channelplaying().
So I think I can do this if I assign the sound to a channel before playing it? Up until now I have always just played sounds without using allocChannel() - presumably this just goes to a default channel in this case?
Could someone tell me exactly how allocating sound channels works please? If I want to play 2 sounds at the same time should I be using the allocChannel()?
Any explanations would be much appreciated.
So I think I can do this if I assign the sound to a channel before playing it? Up until now I have always just played sounds without using allocChannel() - presumably this just goes to a default channel in this case?
Could someone tell me exactly how allocating sound channels works please? If I want to play 2 sounds at the same time should I be using the allocChannel()?
Any explanations would be much appreciated.