You can use Javascript to roll your own counter:

var _count = 0;
function (__number Count) main (__boolean Increasing, __boolean Decreasing, __boolean isLimited, __boolean wrapLimits, __number Min, __number Max, __boolean Reset) {
        var result = new Object();
        
        if (isLimited) {
                if (wrapLimits) {
                        if (Increasing) (_count++)%Max;
                        if (Decreasing) _count==Min?Max:_count--;
                } else {
                        if (Increasing) _count==Max?_count:_count++;
                        if (Decreasing) _count==Min?_count:_count--;
                }
        } else {
                if (Increasing) _count++;
                if (Decreasing) _count--;
        }
        
        if (Reset) _count = 0;
        
        result.Count = _count;  
        return result;
}

If you wanted to use this in an iterator you would need to modify this or something like this to have an internal count per iteration:

var _count = []
function (__number Count) main (__index Iterations, __index Index, ... {
        ..._count[Index]
}

If the 3D sound player is not working properly inside of the iterator please file a bug.

As for the Interaction patch it would be helpful if you could explain the problem you are trying to solve a bit more.
Thanks!!
.xX

On Sep 17, 2009, at 9:06 PM, George Toledo wrote:

I have a some questions about ideas I've had that have been raised by this example.

Is there a way to cap the counter? What is the proscribed way to trigger a reset on the counter so that each counter is limited to a given maximum number? It doesn't seem like this is possible. True or false?

Secondly, it also doesn't seem as if the 3D sound player will work inside of an iterator. Is this true?

The basic idea would be to have each iterator counter trigger sound files by having the iterator counters control index value of a file structure. I'm not including an actual qtz file with this, as the most preliminary tests with manipulating the Iterator Counter.qtz seem to show that the patches aren't designed for this.

Also, I'm not 100% sure, in general, why the Interaction patch can't work with multiple renderers, but only one at a time. If it could connect to multiple renderers, math could be used to offset the x/y translations, and billboard, sprites, spheres, etc., could be moved around as groups with consistent spacing. Is this a reasonable request given the design?

-George Toledo
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