FSOUND_Sample_SetLoopPoints

##### [API function]

## FSOUND_Sample_SetLoopPoints

Sets a sample's loop points, specified in SAMPLES, not bytes.

signed char F_API FSOUND_Sample_SetLoopPoints(
FSOUND_SAMPLE *sptr,
int loopstart,
int loopend
);

### Parameters

sptr | Pointer to the sample to have its loop points set.
loopstart | The starting position of the sample loop
loopend | The end position of the sample loop

### Return Value

On success, TRUE is returned.
On failure, FALSE is returned.

### Remarks

Samples created with FSOUND_HW3D and FSOUND_HW2D under the FSOUND_OUTPUT_DSOUND output mode do not support this function.
Loop points set on such a sample with be ignored, and the sample will loop in its entirety. This is a limitation of DirectSound.
On XBOX, GameCube and Playstation 2 hardware voices using compressed data (ie XADPCM, VAG or GCADPCM), these values will not be sample accurate, but will be rounded to the nearest compression block size.
On PlayStation 2, the loopend is ignored. The hardware cannot change the end address, so the loopend is always equivalent to length - 1 no matter what you set.
___________________
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube

### See Also

FSOUND_Sample_Alloc , FSOUND_Sample_GetLoopPoints , FSOUND_Sample_SetMode

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