sorry Genevieve
I had meant sound(7).volume = 255.

note: there are actually 7 sound channels even though you can only 
'see' 2 of them in the score.  I picked an arbitrary one.

& it's probably continuing because when the sound channel's volume 
gets to zero, it unfortunately gets popped automatically back up to 
255.

You better go with Kerry's last suggestion to boost the frame rate instead.

Oh well.

-Buzz

At 9:25 AM -0400 10/1/01, Genevieve Young wrote:
>>>Time for a tip:
>>
>>Since Kerry's fadeout script will take 255 frames to fade, rather
>>than a time duration, (as was originally desired), here's a
>>workaround/trick.
>>
>>use the sound channel to do the Lingo fade for you.
>>
>>In the frame channel before the one on which you want to hold while
>>the QT soundtrack is being faded out, do this:
>>
>>on exitFrame me
>>   sound(7).fadeOut(3000)  -- this sets the fade time = 3000 
>>millesecs = 3 secs
>>end
>>
>>& in the frame handler for the 'hold' frame:
>>
>>on exitFrame me
>>   x = sound(7).volume
>>   sprite(4).volume = x    -- this presumes that the qt sprite is in channel 4
>>   if x > 1 then go the frame
>>   else sound(7) = 255     -- <optional> this resets the sound channel.
>>end
>>
>>In this way, the sound channel fadeOut, fadeIn, & most importantly:
>>the arbitrary fadeTo can be used to do a time-based Lingo-tween to
>>nearly any Lingo property.
>>
>
>
>When I used this code, ( in the frame handler for the 'hold' frame),
>
>I received the following debugger message :
>
>'Script Error: Expected =
>
>else sound (7) = ?255'
>
>
>Where is sound (7)? Was this an arbitrary channel chosen?
>
>However, when I removed this optional line, the music continues 
>playing and does not stop.
>
>Why is that?
>
>
>
>
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