The Play command used for iOS is a special adaptation of the regular Play 
command (as is described in the docs) and as such does not yet support looping 
when on iOS. "For more control use the iphonePlaySoundOnChannel" for looping. 
But meanwhile if you use the mediaPicker it only works with the Play command 
and will not work with the iphonePlaySoundOnChannel. So you have to make 
specific choices based upon what you are needing.


-- Tom McGrath III
http://lazyriver.on-rev.com
3mcgr...@comcast.net

On Feb 26, 2012, at 10:56 AM, John Dixon wrote:

> 
> I too couldn't get 'looping' to work with the 'play' command... however using 
> 'iphonePlaySoundOnChannel thefile, theChannel, type' does work...
> 
> on mouseUp
>   put specialfolderpath("engine") & "/sc.mp3" into thefile
>   iphonePlaySoundOnChannel thefile, 1, looping
> end mouseUp
> 
> 
> 
>> Thanks to Ken Corey and others on this list, I am managing to play sounds in 
>> my developing iOS app quite nicely - as appears to be required, I'm playing 
>> them from a file, and I'm using 'the environment' to distinguish between the 
>> IDE and the real app (and simulator). So far so good. My current problem is 
>> that my sounds won't loop. I have code like this, where t3 contains a path 
>> to a sound file.
>> 
>>     play t3 looping
>> 
>> This is in fact just one variation on several attempts, but the important 
>> point is the sound only plays once on the simulator and the iPad (thus 
>> showing at least that my t3 does correctly identify a sound file in the iOS 
>> environment); but in the IDE, the exact same code does loop the sound as 
>> expected.
> 
>                                         
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