I don't think y'all are understanding my question.  I already have written
the code to record the data, and am simply looking for the best way to play
it back.  (Coincidentally, I devised the same method of recording that Tab
laid out, before his reply below.)

I had thought to use the frame script to compare the movieTime to the next
time on the list, and if it was >=, then change the volume, but that would
result in overhead even when there were no changes coming up soon.

So now, I think I'll just have 16 timeout objects, one for each mixer
channel.  They will be given periods corresponding to the length of time
until the next change on that timeout's list, so the speed of playback will
not be tied to the timeline.

Charlie Fiskeaux II
Media Designer
The Creative Group
www.cre8tivegroup.com
859/858-9054x29


----- Original Message -----
From: "Tab Julius" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, December 17, 2002 6:20 PM
Subject: Re: <lingo-l> 16 channel mixer recording and playback



Interesting problem, because you're not just interested in where it moved
to, but how it got there.  In other words, once they start moving the
slider, you need to record the whole process, because they might be doing,
say, a fade, and the way they get there is critical.

I guess that every time the slider position is different than it was
before, I'd record the time point.  I wouldn't compare values at every
interval, because (1) if it's not moving, you're just storing a lot of the
same information over and over and (2) if it is moving, you're going to
miss critical information (unless your timeout is VERY short, which just
makes #1 worse).

Instead, if I saw that the locV changed from one moment to another (which
is only going to happen during a mouseDown event on the sprite, so it's
easy to track), then if it was different than the previous locV then I
would store away the locV and the time that it happened.

I'd neither use a frame script nor a timeout, but instead put it in the
mouseDown event:

on mouseDown

   lastV =-1            -- Or 0 or anything different

   repeat while the mouseDown
      currV =the mouseV
      if (currV <> lastV) then
         -- The slider has been dragged!
         -- Record the information here

         -- Now, watch for it again
         lastV =currV
      end if
   end repeat

end

Later on, you can use that info to replicate the movements back.

- Tab



At 05:42 PM 12/17/02, Charlie Fiskeaux II wrote:
>First I'll explain my project and then I'll ask my question (which is
>whether to use a timeout object or a frame script).
>
>I'm creating an application to simulate a 16 channel audio mixer, where the
>user/student has a ten minute video clip with sixteen channels of audio,
and
>they can record their mixing of the audio (I'm using 16 QT sprites for the
>audio channels).  The "recording" is saved in arrays (one for each mixer
>channel) containing the movieTime of a slider movement and the locV that it
>moved to.
>
>Now, the question is, when the teacher or student plays back this
>"recording", and the application has to compare the arrays with the current
>movietime to know when to move the sliders and change the volume, should I
>use a timeout object to compare the values every interval, or should I use
a
>cycling frame script (both would cycle at about 15 fps)?  Does one take
less
>memory than the other?
>
>Charlie Fiskeaux II
>Media Designer
>The Creative Group
>www.cre8tivegroup.com
>859/858-9054x29

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