If I use the following code:
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ISound* S = engine->play2D(MySoundSource);
S->setIsPaused(true);
You can replicate this by just using one of the examples. It doesn't seem to happen with 3D sounds
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ISound* S = engine->play2D(MySoundSource);
S->setIsPaused(true);
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ISound* S = engine->play2D(MySoundSource, false, true);
S->setIsPaused(true);
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ISound* S = engine->play2D(MySoundSource, false, false, true);
S->setIsPaused(true);