Nevermind. Can't make it work.  Setting the playloudness works globally,
whether sounds are currently active or not, but setting audioclip loudness
only works while the clip is NOT playing.  Player object, here I come.
Sorry for talking to myself here.  Back down the rabbit hole.

On Sat, Aug 15, 2015 at 12:39 PM, Mike Bonner <[email protected]> wrote:

> DOH. NEvermind.  Use the ID of the clip.  Reading the dictionary. A useful
> skill I need to develop
>
> On Sat, Aug 15, 2015 at 12:37 PM, Mike Bonner <[email protected]> wrote:
>
>> Found a method that works with audioclips, as long as I only need to play
>> 1.  Rather than starting and stopping it, I set the playloudness to 0 or
>> 100 and just leave it looping. (it doesn't appear that the playloudness can
>> be set for individual clips.)
>>
>> Will try with players instead since using only 1 sound effect is a bit
>> unrealistic.
>>
>> Thanks!
>>
>> On Sat, Aug 15, 2015 at 11:52 AM, Mike Bonner <[email protected]> wrote:
>>
>>> I have an audio clip that I'm using as a sound effect.  I try to trigger
>>> the play start FIRST in my game loop, but no matter what methods I try
>>> (even breaking it out of the game loop itself) there is a pretty hefty lag
>>> time before it starts playing.  Enough so that its possible to have an
>>> event happen, and stop the play of the clip before it ever starts.
>>>
>>> I don't think i'm having issues with a bound cpu, I think 'play
>>> audioclip "myclip" looping' is just that slow.  If I hold the key down, it
>>> works fine, animation keeps up, and stop is pretty much instantaneous.  Is
>>> there a way to get this working better?  I'll try with an actual player
>>> next, but I thought having the clip as part of the stack would provide the
>>> best results.
>>>
>>>
>>> Also, a quick question..  I assume there is no way to modify the tone of
>>> a clip on the fly?  IE: Simulate doppler shift..
>>>
>>
>>
>
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