Most respected List,
Here's something for your pets to chew on:
When using the D8 soundObject and looping a member (of any format and
bytesize), setting the loopCount to 0 (which means 'loop forever')
everything is just fine.
But if you set loopCount to anything else than 0, the sound will be
corrupted. This will especially evident on short loops such as 1 - 20
cycles of a waveform.
By sampling and analysing the sound that was output from Director I
came to the conclusion that director always sets the loop length to
1024 bytes (wich results in 512 samples if you use 16 bit samples).
If the sample data is not an even division of 1024 bytes, the
soundObject will just fill in bogus data until it reaches the next n
in (n * 1024) bytes, thereby forcing any sound member to loop after
(n * 1024) bytes.
This does not happen if the loopCount is 0, or if you loop the member
itself and listen to it in the Property inspector > Sound.
If I haven't missed something very important, the soundObject's loop
function is useless for short sounds...
Anybody got something on this?
Regards
-Andreas
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