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How to start/stop continuous sounds that are specific to a Screen? #101
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In the above commit, I added a workaround that involves observing I also don't think this is much of a solution because it would need to be duplicated in each sim that has this need. And that will be any sim that has a continous sound. @jbphet is there a better way? Has this issue been considered in the design of UI sounds? |
In the early days of this library I asked about how best to support this feature, and the consensus was that in cases where a sound needed to be muted when a screen change occurred, we should associate the sound generator with a scenery Node instead of a screen. That is supported through the |
Awesome, |
The Discrete screen has a checkbox/slider control for the sound associated with the Fourier series:
This is a continous sound. And I just discovered that switching screens does NOT stop this sound.
@jbphet Does soundManager provide any support for screen-specific sounds? Or do I need to handle this myself? If I need to handle it myself, what is the recommended pattern?
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