Just tested changing between scenes after I used a play sound indefinitely action part. If you fade to the next scene when using change scene then it will fade out & stop the sound. If you change to the next scene instantly then the sound will carry on playing. If you want fade then you could do it manually with an interface or with Lua script & changing the scene brightness - or game brightness/contrast if you use the shader tool kit or a custom shader, but the scene brightness won't affect interfaces & the shader toolkit option depends on whether or not you have told it to omit interfaces, fonts, etc.
Ok, I'm starting to add the sounds to my game and I'm stucked on one thing. Using this little trick suggested by AFRLme I was able to carry the ambient sound throughout all my backgrounds. Everything works fine, except for one thing that I'll try to explain as best as I can.
Right now I followed this logic: at the beginning of the first scene I start the ambient sound (making it a loop sound). When I change to another scene I always do it "istantly", so the sound is carried on, exactly as I wanted it. The problem arises when I save the game. In fact, once I load this savegame the sound is not playing anymore.
I already thought about a simple solution, but I don't know how to achieve it. I could add a command at the beginning of every scene saying "if this particular sound is not playing, then play it". But since I can't use a condition to achieve it, I probably need a little lua code.
Do you think there is a command or a way to do this?