## [SOLVED] How can i rewind a sound source, now that love.audio.rewind(source) has been removed?

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unixfreak
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### [SOLVED] How can i rewind a sound source, now that love.audio.rewind(source) has been removed?

Hi, tried searching, and fiddling about but cannot find a way to do this.

As per; https://love2d.org/wiki/love.audio.rewind (which is now removed since 11.0)

An example why i'd like to find a way to do this; a player can collect a series of pickups (coins, gems or whatever), which all use the same sound effect that could be an entire second long. But you may pickup/collide with many objects in a single second, and then things sound very spam-like and noisy as you have duplicate sources spamming away.

This is what i had used previously, only requiring a single source;

Code: Select all

function sound:play(fx)
love.audio.rewind(fx)
fx:play()
end

What i currently have as a temporary workaround (very spammy and noisy), and i believe :clone() makes many duplicates of the same source;

Code: Select all

function sound:play(fx)
fx:clone():play()
end
How can i recreate that previous behaviour without the love.audio.rewind() function?

unixfreak
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Posts: 72
Joined: Thu Oct 15, 2015 6:25 am
Location: Bristol, UK
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### Re: [SOLVED] How can i rewind a sound source, now that love.audio.rewind(source) has been removed?

Found a solution... turns out it was quite simple. Now it seems :stop() on an audio source automatically rewinds. Solved.

Code: Select all

function sound:play(fx)
fx:stop()
fx:play()
end

zorg
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Location: Absurdistan, Hungary
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### Re: [SOLVED] How can i rewind a sound source, now that love.audio.rewind(source) has been removed?

There's a simpler solution

Code: Select all

sound:seek(0)
This is functionally equivalent to the old source:rewind function, and it continues playing without you needing to call play, if it was playing already.
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