Thanks Topknot but what I am asking is really whether the way loopsound works is the way the command is meant to work.
If I load a level, load a sound, set it up as a looped sound, I can play it fine. Then when I finish the level I use freesound to free the sound which was loaded. All good so far. Then on the next level if I decide to load the sound again as soon as I start playing it, it begins to play from where it finished at the point at which the previous level ended.
Given I have freed the sound resource from memory, why if I load it again into memory does it play from where it left off instead of from the start.
I realise I could just use a simple 'playsound' without using the 'loopsound' command and simply detect if the channel is playing or not and then replay the sound again but I just want to find out why loopsound 'remembers' where a piece of music was upto despite the sound being freed from memory and then loaded again.
If I load a level, load a sound, set it up as a looped sound, I can play it fine. Then when I finish the level I use freesound to free the sound which was loaded. All good so far. Then on the next level if I decide to load the sound again as soon as I start playing it, it begins to play from where it finished at the point at which the previous level ended.
Given I have freed the sound resource from memory, why if I load it again into memory does it play from where it left off instead of from the start.
I realise I could just use a simple 'playsound' without using the 'loopsound' command and simply detect if the channel is playing or not and then replay the sound again but I just want to find out why loopsound 'remembers' where a piece of music was upto despite the sound being freed from memory and then loaded again.