Basically, Shrike and I need something like (sysPlaySound soundUNID sourceObj [repeatCount]) for the purpose of playing a particular sound on successive ticks. It’s pretty much the only way we’re going to get repeating weapons to sound right in SNAPSS.

assumedpseudonym 8 Nov 2015:

 Furthermore, if http://ministry.kronosaur.com/record.hexm?id=2621 is implemented, there would probably need to be an additional argument to handle delayed repeat. So, (sysPlaySound soundUNID sourceObj [repeatCount [repeatDelay]]) or some such.

assumedpseudonym 8 Nov 2015:

 Scratch that. Evidently the code I use does proc on each projectile with repeating weapons. I was going by what Shrike said and hadn’t verified on my own. My bad.

assumedpseudonym 16 Nov 2015:

 …Nope, unscratch that. It does not proc on each projectile with repeating weapons, but the original sound — yeah, the one that was supposed to have been overwritten — is still playing, or at least it is on WINE. Something somewhere is definitely kinda screwy on that, but it could be a caching issue or something that’s already addressed in an older ticket ( http://ministry.kronosaur.com/record.hexm?id=3022 ). I’ll hold off making a new ticket on it until that one has been definitively resolved.
 Or, tl;dr: We will need the option after all.