--- Charlie Fiskeaux II <[EMAIL PROTECTED]> wrote:
> Just out of curiosity, did you try setting the Flash framerates to "lock
> step"?  If so, how well or poorly did it work?

Yes, we did try lock-step ... along with about a million other things.  It
really didn't seem to help or hurt, so we have all 500 animations set to
lock-step just because I've heard that it helps some.  The Flash animations
don't seem to be able to play faster than Director frame rate and the Flash
animations themselves seem to slow Director down.  So the bottom-line is that
even though I have the movie set to 15 fps and the Flash animations set to 15
fps, the whole kit-n-kaboodle runs somewhere between 9 and 15 fps at all times.

In case anyone is interested, we also tried several crazy schemes like:

A. not letting the Flash animations "play", but instead pushing their frames
along with an exitFrame/prepareFrame/enterFrame that continually calls
sprite(foo).gotoFrame(i)
sprite(foo).stop()

B. an exitFrame/prepareFrame/enterFrame handler that uses the Flash member
posterFrame property to grab bitmap images of frame of the Flash movie and then
display them in a revolving bitmap member

nothing really helped!

In the end, we ended up:

A. breaking up sentences (the animations and their sounds) of dialog that are
spoken by Flash characters into smaller chunks that would still sound natural
(and would keep better sync because they were shorter in duration)

B. using the cuepoint solution I described on things that couldn't be broken up
in a way that a slight delay in it would be unacceptable

This is a huge CD-ROM project with about 500 Flash-animated pieces of dialog
and about 1500 other pieces of dialog.  It's been quite an undertaking but it's
performing pretty well now -- even on our minimum system requirements which are
PII 266mHz 32 MB RAM!


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