The only problem with this idea is playing the sounds externally.  I have
tried to do this for the last hour with no luck.  Whenever I enter the code
on exitframe
sound playFile 1, "chp1recruitpart1(2)"
go to the frame
end

Nothing happens!! I couldn't get this to play the sound....it would only
play it if I opened the behavior window and highlighted the script.  It was
really bizarre.  When my cue points are reached the action that is going to
take place is keywords/phrases are going to fade onto the screen, so
everything needs to be insync.  I'm just stumped....

-----Original Message-----
From: Irv Kalb <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Date: Tuesday, February 13, 2001 1:01 PM
Subject: Re: <lingo-l> ...still having trouble with Cue Points


>At 12:23 PM -0600 2/13/01, Steffanie Grindle wrote:
>>Hey all,
>>
>>I'm still having trouble with this.  I have been working on trying
>>to get the cue points that I have set to work. Here are the scripts
>>that I'm using to activate my cue points....
>>(behavior script)
>>global gCurrentCue, gWhichCuePoint
>>on exitFrame
>>if(isPastCuePoint(sound 1,(getAt(gWhichCuePoint, gCurrentCue)))= 1) then
>>go to the frame + 1
>>set gCurrentCue=gCurrentCue + 1
>>else
>>go to the frame
>>end if
>>end
>>
>>(Movie script)
>>global gWhichCuePoint, gCurrentCue
>>on startMovie
>>gWhichCuePoint=["recruitment chair","organize", "delegate", "motivate"]
>>gCurrentCue=1
>>end
>>
>>These work great for the 1st sound file and the 4 cue points which
>>are set.  They activate just like they are suppose to, but whenever
>>I add the second or third sound files along with their cue point
>>names, nothing happens.  The cues are not activated.  I'm not sure
>>what I'm doing wrong.  Could it be that the cue point is set too
>>close to the beginning of the file?
>>
>
>Steffanie,
>
>I use cue points all the time, but in a much more simple and general
>way.  First, there is no need for a movie script - and secondly,
>instead of "polling" for a cue point to see if you have passed it,
>you can be "event driven" and react when you reach a cue point.
>Here's how:
>
>I typically have large sounds kept as external sound files.  These
>sounds are typically kept in a folder called "Sounds".  Then whenever
>I want to start a sound playing, I build the full file name of the
>sound file (based on "the moviePath") and issue a:  sound playFile 1,
>theFullFileName
>
>Then in the next frame in the score where I might want to wait for a
>cue point, I would have a script like this:
>
>   on exitFrame me
>     go to the frame
>   end
>
>   on cuePassed me
>      -- Director calls this handler when a cue point is reached in
>your sound file
>     go to the frame + 1
>   end
>
>This handles the case where you just want to wait in the score and
>move to the next frame when you hit a cue point.  But if you want to
>keep track of the cuePointNumber and/or name, or you are using
>multiple sound channels, there are other parameters you can specify:
>
>   on cuePassed me, channelID, cuePointnumber, cuePointName
>      -- channelID is the sound channel number where the cue point happened
>      -- cuePointNumber is just that, the cue point number
>      --  cuePointName is the name of the cue point that was reached
>      -- you can do whatever you want with these, store them away in
>globals if you wish
>    end
>
>Good luck,
>
>Irv
>--
>Lingo / Director / Shockwave development for all occasions.
>
>        (Over two millions lines of Lingo code served!)
>
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>


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