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Home/ Questions/Q 106705
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Asked: May 11, 20262026-05-11T01:38:20+00:00 2026-05-11T01:38:20+00:00

Imagine this function: void SoundManager::playSource(ALuint sourceID, float offset) { alSourceStop(sourceID); ALint iTotal = 0;

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Imagine this function:

void SoundManager::playSource(ALuint sourceID, float offset) {     alSourceStop(sourceID);      ALint iTotal = 0;     ALint iCurrent = 0;     ALint uiBuffer = 0;     alGetSourcei(sourceID, AL_BUFFER, &uiBuffer);     alGetBufferi(uiBuffer, AL_SIZE, &iTotal);     iCurrent = iTotal * offset;      alSourcei(sourceID, AL_BYTE_OFFSET, iCurrent);     alSourcePlay(sourceID); } 

The idea is calling playSource(x, 0.5f) would jump to (roughly) halfway through the buffer, etc.

It works fine the first time I call it, but if I call it again on the same source (whether that source is playing or not) it begins playing as though I’d called it with offset 0.

Any ideas why?

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1 Answer

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  1. 2026-05-11T01:38:20+00:00Added an answer on May 11, 2026 at 1:38 am

    Solved!

    Even though the API claims that setting the offsets works on sources in any state, the problem was I should have been calling alSourceRewind instead of alSourceStop at the start.

    It seems setting offsets only works on sources in the AL_INITIAL state.

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