On 1/13/04 12:43 PM, "Ken Norris" <[EMAIL PROTECTED]> wrote:
> Well, of course you can loop a sound. The "seamless" part has to do with > editing the sound properly. Of course. But the word you may have missed is "reliable". First of all, the only way to come close to reliable looping is with (imported) audioClips. If you click on the menubar or a menu button, looping of the audioclip will stop until the mouse is released. If you click and drag a stack by its titlebar, looping of the audioclip will stop until the mouse is released. Running additional scripts and/or moving images around will sometimes introduce delays within loops. If you want to loop an MP3 file or some other non-WAV formatted file cross platform, the only way to play this format is via a player (QT) and QT inherently introduces pauses between clips. Not to mention the fact that there is a bug in Rev that prevents looping within standalones (though not within the IDE). Sure, you could say "Don't use MP3s, use WAV files." But then you're forced to deliver stacks that can run up to 10 times the filesize (or more) of stacks that rely on MP3s. It is virtually impossible to sequentially play different clips in a longer loop without gaps. And to run slightly astray of the original subject: even if looping audioClips does work acceptably, controlling the clip independently of other sounds is problematic. AFAIK, the only way to adjust the volume of the clip is to adjust the entire system volume, which affects all other sounds. Of course you could adjust the playLoudness of a player object, but then these objects don't loop seamlessly. BTW, setting the fileName of a player will often delay other events taking place within the stack. So yes, you *can* loop a sound, if the *only* thing you want to do in a stack is loop a sound. > I have a number of sounds that loop "seamlessly", althought they didn't at > first. I had to edit the start and end points of the sound to get it to loop > with no apparent break. > > This is no different than anything else with looping sound AFAIK. As explained above, there's a little more to it than that. In the testing I was able to do yesterday evening, it appears that using Flash will allow audio in a player to loop seamlessly in the above situations while allowing some control over the player (though more testing is needed). Additional control might be gained by including more interactivity within the Flash movie. Regardless, using Flash was proposed as an option that may be useful for folks requiring better audio performance. Regards, Scott Rossi Creative Director Tactile Media, Development & Design ----- E: [EMAIL PROTECTED] W: http://www.tactilemedia.com _______________________________________________ use-revolution mailing list [EMAIL PROTECTED] http://lists.runrev.com/mailman/listinfo/use-revolution
