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Thread: pausing and the magic space bar

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    pausing and the magic space bar

    I've noticed that if you "send a menu command" to pause the game using the space bar, all the player has to do is whack the space bar again and the game unpauses.

    But if you send the pause command with any other key, the player has to move the mouse over the "Continue" box and click it for the game to get going again. Not sure why this is.

    Well, the problem I've having is this.

    In my game, whenever your guy is on screen, I want a sample to loop. But I don't want the sample to loop when the game is paused. So when the player unpauses, I want it to resume.

    How to code this?

    I have spend a couple of hours coding this about two dozen different ways, but all with the same result.

    I can get the sample to "pause" or "stop" when the pause command is sent, but I can never get it to resume upon "unpause."

    Can anybody help?

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    Clicker Fusion 2.5 DeveloperSWF Export Module

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    Re: pausing and the magic space bar

    Quote Originally Posted by Larry
    I've noticed that if you "send a menu command" to pause the game using the space bar, all the player has to do is whack the space bar again and the game unpauses.

    But if you send the pause command with any other key, the player has to move the mouse over the "Continue" box and click it for the game to get going again. Not sure why this is.
    Must be because the enter and space keys activate all the "boxes" (for example, when you have highlighted the Continue box, pressing space bar is the same as clicking it.) I hope you understood what I meant with my bad english.

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    Re: pausing and the magic space bar

    Your english is very good actually.

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    Re: pausing and the magic space bar

    Well... thanks.

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    Re: pausing and the magic space bar

    For any who come after, this is the solution:

    Upon pressing "P"
    * deactivate group "the looping sound"
    * stop any sample
    * pause application and resume when "p" is pressed

    End of pause
    * Activate group "the looping sound"

    "The looping sound" being the name of the group where you've coded the sample to loop.

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