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Audios in the Score

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soulknite

Technical User
Jan 11, 2002
11
US
Hi, I'm a new guy with Director even though I'm pretty good with flash, however I'm having difficulty with understanding a few things, especially with audio.
Now I'm used to using movie clips that exists on their own timeline in Flash projects, however I can't get that same functionality in director. I have a music intro to a presentation that plays out for, let's say, 150 frames starting from frame 1.
I have a video (we'll call it greeting) that I've timed on the score to start right when the intro ends so that the video looks like it plays seamlessly in the presentation. Now here's the problem I have. There are buttons that go to different chapters of video clips. If they click onto the greeting video button, the timeline goes to the greeting video as expected but the audio plays out and even worse, plays THE ENTIRE AUDIO INTRO even though the greeting lies on frame 149 (remember the audio is 150 frames). Is there a way to get the audio to play once and never be heard from again? Or is there a way to have videos exists on their own timeline so they don't interfere with other things in the main score? Thanks for you time. :)
 
Going from Flash to Director is going to be an interesting challenge, the two look simlar but they operate in different ways.

Yes you can stop the into sound. Don't play sounds on the score, use scripts to start them.

puppetsound soundchannel, soundname
so to play the sound "intro" in channel 1 it would be
puppetsound 1,"intro"

so on frame 1 you have that script.
to end the sound just do
puppetsound 1, 0

now, the sound is only started on frame 1 so jumping about will no longer play the entire sound.

hope this heals you out.
 
Ok, that worked well.
But now I'm stuck with another situation. I'm using the Active Media Xtra and I've got 3 markers in my video to keep track of using ques.
I'm using this script to call on a flash sprite to go to and play starting at a label name in flash when a marker in the video has been passed. It looks like this:

----------------
on exitFrame me
go to the frame
on cuePassed channel, number, name
if (number = 1) then
goToFrame(sprite (2), "welcome_start")
end if
if (number = 2) then
goToFrame(sprite (2), "section1_start")
end if
if (number = 2) then
goToFrame(sprite (2), "section2_start")
end if
end
--------------

Ok Now it only works on Marker 1 (the welcome_start). After that it doesn't do anything for the rest of the marker. Is it because the conditions has already been satisfied and it doesn't go back and check again? We tried using the "repeat while" statment but that only kept any other handlers and events from working. Can you tell me what I'm doing wrong? Thanks.
 
oops that was supposed to be,

----------------
on exitFrame me
go to the frame
on cuePassed channel, number, name
if (number = 1) then
goToFrame(sprite (2), "welcome_start")
end if
if (number = 2) then
goToFrame(sprite (2), "section1_start")
end if
if (number = 3) then
goToFrame(sprite (2), "section2_start")
end if
end
--------------

The last if has a value of 3, not 2
 
ok, number is the sprite channel that the event happened in, not the number of the cue. Just for a demo I gave the first cue point a name of cue1 of whatever is in sprite channel 1.

so what you really want to do is

on cuepassed channel, number, name
if name = "cue1" then
gotoframe(sprite (2), "welcome_start")
end if
and so on for however many you have
end



 
err sorry, nope, im wrong. number is the cue number, try names anyway, they might help
 
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