When DidLoop is called, TimePosition does not read a near-zero value

One of my developers wishes to use .DidLoop along with TimePosition to choreograph certain visual effects to the timing of the song. While this has worked prior, something seems to have changed and now when .DidLoop is called, TimePosition is no longer zero (or at least close to), rather it’s a time nearing the end of the track.

Expected behavior

When DidLoop is called, the sound’s TimePosition should be 0, or at least within a reasonable position at the beginning of the track

Hey @EmilySillyDev – I’m able to reproduce this, but only with longer files, which makes me think it’s specific to streaming/compressed assets.

I suspect a recent bugfix made DidLoop fire as soon as the loop-around gets buffered, as opposed to firing after it happens – we’ll check it out

Hey @EmilySillyDev – a fix for this is in-review

Thank you very much for the quick response. Seems like fixing engine bugs is like an extreme level of whack-a-mole :broken_heart: