At 12:48 AM +0200 6/13/01, Michael Nadel wrote:
>  > >on playSound
>>  >   repeat with count = 1 to 30
>>  >      sound(4).queue([#member: member(count, "sound"), #which: count ])
>>  >   end repeat
>>  >   sound(4).play()
>>  >end
>
>>  >Let's say I want to set a global variable called soundCount =
>>  >sound(4).which  - How would I update soundCount as sound(4) was playing?
>When
>>  >I check "sound(4).which" in the watcher window - it remains void.
>>
>>  you can't update that property while it's playing.
>>
>>  I was thinking more like
>>  sound(4).queue([#member: member("sound1"), #which: 1 ])
>>  sound(4).queue([#member: member("sound2"), #which: 2 ])
>>  sound(4).queue([#member: member("sound2"), #which: 3 ])
>>  sound(4).queue([#member: member("sound1"), #which: 4 ])
>>
>>  & then monitoring sound(4).which would tell you which item from the
>>  original queue was now playing.
>
>That's exactly what I was thinking too. (If you notice above, I did the same
>as you are doing here, just with a repeat loop) However, my question is, how
>do I monitor it?? How do I monitor sound(4).which? on an exitframe handler?
>On a movie handler? Can you please show me how?

I can't make this work - please forget I mentioned it.

>
>>  Irv's idea is MUCH better.
>
>The problem with Ivr's idea is that the handler "on cuePassed" doesn't seem
>to register cuepoints on very short sounds. For example, if I use a blank
>sound that's only .5 seconds long to space the other sounds, and on that .5
>second sound I put a cuePoint, then when I use the on cuePassed handler, it
>doesn't seem to catch the cuepoint. It works only the first time, but after
>the second time it plays the "blank" sound (after playing a "real" sound) it
>already doesn't catch the cuepoint again! I don't know why. Anybody have any
>ideas? I am desperate to find a reliable way to execute a handler each time
>a sound from the cueList is played.

I tried a bunch of short sounds (ranging from .6 down to .2 secs) & 
had cuepoints at the beginning & end of each & these cuepoints all 
fired fine in d8.5.

Note: there had been a problem with this in d8 that got fixed.

hth

-Buzz

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