This little change fixes a bug where static audio sources wouldn't loop.
Solution by piepie62, I just put the code in place.
Validation Steps
Take any audio file, preferably a short one. I tried both MP3 and OGG, but it should be irrelevant.
Create a Source object from it and call :setLooping(true) on the source object.
Call love.audio.play(your_source)
Example lua code (main.lua):
function love.load()
local staticSource = love.audio.newSource('assets/sfx/sound.ogg',"static")
staticSource:setLooping(true)
love.audio.play(staticSource)
end
function love.gamepadpressed(joystick, button)
if button == "start" then
love.event.quit()
end
end
Summary of the Pull Request
This little change fixes a bug where
static
audio sources wouldn't loop. Solution by piepie62, I just put the code in place.Validation Steps
Source
object from it and call:setLooping(true)
on the source object.love.audio.play(your_source)
Example lua code (
main.lua
):Checklist
Screenshots
N/A