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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_SetLoopMode">FSOUND_SetLoopMode</A></H2>
Sets the loop mode for a particular CHANNEL, not sample.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FSOUND_SetLoopMode</B><B>(</B><BR>
<B>int </B><B> </B><I>channel</I><B>,</B><BR>
<B>unsigned int </B><B> </B><I>loopmode</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>channel</I></TD>
<TD>The channel number/handle to have its loop mode set.<BR>
</TD><TR VALIGN=top><TD><I>loopmode</I></TD>
<TD>The loopmode to set. This can be FSOUND_LOOP_NORMAL, FSOUND_LOOP_BIDI or FSOUND_LOOP_OFF.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
FSOUND_ALL is supported. Passing this will set loop modes for all channels available.<BR>
Note, this does not work for hardware sounds played on hardware channels while they are playing. The function has to be called when the channel is paused.<BR>
Software based sounds do not have this limitation, and can have their loop mode changed during playback, but for compatibility it is best to use the pause method, else you may get different behaviour if hardware voices do not exist.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_Sample_GetMode.html">FSOUND_Sample_GetMode</A>
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