I don't see why Perturbatio's code is not considered relevant. If this is how you have to do it in BlitzMax then what's the issue?
You have to create a dummy sound bank of some kind, then it has to be passed to the sound system which is what LoadSound does, then played.
I think what I would do, though, is create a larger sound and make sure it is looping. Then it's a matter of modifying the part that is not playing (kind of like a double buffer) so that when it loops around it plays the other part.
But I'm not sure if THAT is possible.
You have to create a dummy sound bank of some kind, then it has to be passed to the sound system which is what LoadSound does, then played.
I think what I would do, though, is create a larger sound and make sure it is looping. Then it's a matter of modifying the part that is not playing (kind of like a double buffer) so that when it loops around it plays the other part.
But I'm not sure if THAT is possible.