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.
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.
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.
…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.