> I once used pause to stop a movie's playback but that is now obsolete.
>
> What is want is if the user hits Control S the movie pauses.
> There could be
> a video playing or audio or just graphics on the screen. If I use a go to
> the frame, video and audio will continue to play. Do I actually have to
> check on each frame if there is audio or video in order to pause the
> playback?
Its a shame the 'pause' command was deprecated - its something I commonly
need too. The ability to halt a movie in its tracks so that the user can go
make a coffe, or whatever.
With the advent of D8, this became a little easier in that a sound can be
paused and will resume where it left off when commanded to play again.
As a first approach, you could create a behavior that will either directly
receive your key combination, or that will accept a message from another
script. When told to pause, it could cycle thru all 8 sound channels
checking their status, pausing them if necessary, and storing the fact that
the sound in such-and-such a channel has been paused. If you don't know
beforehand which channel any video is in, you can check all sprites in the
current frame for their member.type and if they're video members, issue the
appropriate pause (be it movieRate = 0 or videoPause() etc.) and again keep
track of which channels are paused so that they can all be re-started when
the un-pause command is issued. Filmloops and flash are a little harder, but
also possible. Getting interface elements to stop reacting to mouse events
can also be done. Said behavior could, after pausing everything, set a flag
that it checks in an exitFrame handler and if the flag is in whatever state
then it loops on the frame. This flag would get reset in the resumePlaying
handler.
The short answer was 'yes'.
HTH,
-Sean.
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