Sorry, i'am mac based... and i was just dropping down the info without being in middel of this topic, i just though it might help...

used per coincidence last week SoundEdit cuepoints, work really amazingly wel.
if you have the footage QT, why don't you extract the sound and import both into dir? you could then sync without a hitch...
specially if you confirm that SF supports cuepoints on wav files. QT footage is pretty easy to check, then if you could let loop both on two frames, with a pretty general script, things might not be such a challenge...

But i'am pretty sure you might need something else... we mostly need different solutions in most cases!!
but again, i was just in the neighborhood of this topic, saw light, read a few lines...

Fabrice
On Tuesday, February 4, 2003, at 10:43 AM, MMCR wrote:

Well back in '99 when I was trying to do this SoundForge v4 only did cue
points on wave files and not on QuickTime on the PC! Be good news if
that has changed. Can you let me know?

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Fabrice
Closier
Sent: 03 February 2003 20:14
To: [EMAIL PROTECTED]
Subject: Re: <lingo-l> Creating a cuepointing tool - Lingo version


if i recall, Soundforge supports Cuepoints on PC the very same way
SoundEdit does on mac...

Fabrice
On Monday, February 3, 2003, at 12:27 PM, MMCR wrote:

Woking on the PC I had this problem many years ago as there was no PC
software for putting cue points into a QuickTime file back then (and
still today I think). So I approached it from a Lingo level and wrote
a behavior that simulates the effect of cuepoints by just using
counting the amount of time the QT sprite has been playing. Works very

well and I have used it on several CD-ROM projects to great effect. It

also removes
the messy business of having to edit in the QT CuePoints in the first
place!


-- Wait for QuickTime cue point in seconds
-- Written by Kevin Boyd 11 Nov 99 [EMAIL PROTECTED]

-- Put on a QT sprite

property spriteNum

property myCuePoint -- in seconds

on exitFrame me
  myMember = sprite(spriteNum).member
  myScale = the digitalVideoTimeScale
  myMovieTime = sprite(spriteNum).movieTime

  if myMovieTime < (myCuePoint* myScale) then
    go to the frame
  end if

end

on getPropertyDescriptionList me
  set p_list = [ \
     #myCuePoint: [ #comment:   "Number of seconds to wait:", \
                     #format:   #float, \
                    #default:   1.0] \
               ]
  return p_list
end


on getBehaviorDescription
  return "Simulates waiting for a Quick Time Cue Point"& RETURN &
"Parameter: Number of seconds to wait"
end

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