Michael,
If you haven't solved your sound problem yet, here is yet another
approach. You can take the code that I posted recently, and with a
few modifications, you can change it into a frame script (behavior).
Something like this:
property plSounds -- property which is a list of your sounds
on beginSprite me
-- do what ever you do to build up plSounds with your small silence
sounds in the list
-- plSounds[1] = "Whatever.snd"
-- plSounds[2] = "HalfSecondPause.snd"
-- plSounds[3] = "Another.snd"
-- etc.
return me
end
-- AND/OR, you can call this to add a sounds one at a time
on mAddToSoundList me, newSoundName
append(plSounds, newSoundName)
end
on exitFrame me
if plSounds <> [] then
if not(soundBusy(1)) then -- whatever sound channel you want to use
-- no sound playing, get the next one
nextSound = plSounds[1]
puppetSound 1, nextSound -- or sound(1).play ...
deleteAt(plSounds, 1)
-- A new sound has started.
-- Do whatever you want with the name of the sound which is in
the variable: nextSound
end if
end if
go to the frame
end
Irv
At 7:48 PM -0700 6/12/01, Irv Kalb wrote:
>If you don't want to (or can't) upgrade to 8.5 which apparently
>fixes the problem, here is an entirely different approach.
>
>Create a "sound manager" (or if you are not into object oriented
>programming, a set of related routines a bunch of globals). Build a
>list of the sounds you want to play with your small half second, or
>one second or two second silence sounds in between. If you are into
>OOP, put the object into the actorlist so that you get called back
>in your "on stepFrame" handler at every frame event. In the
>stepFrame handler check to see if the current sound is finished. If
>so, delete it from the first position in the list, then play the
>first sound in the list.
>
<snip>
--
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