I’m playing around with an occlusion system and noticed some weirdness.
Before I start to shoot rays I check if the event actually is playing since I wanted to avoid that e.g scatter sounds are checked when not having any active sounds (works fine by the way).
But then I had by accident a looped streamed event in the scene with the wav I use in audio track 2 and a short (muted) wav in audio track 1 (using temporary stuff) and I notice that channelgroup->isPlaying returns false when audio track 1 reach it’s end.
Shouldn’t isPlaying return true if any sound in the group is playing?
I guess I can loop trough the individual channels to fix it, just thought it seemed weird.