I have a small problem & I hoped someone out there can help.
I have an audio player with multiple tracks, that when the song is done
playing, it automatically goes to the next frame with the new track. (See
code below)
The problem is, is that when the song is done, it releases the exitFrame
loop & moves on.
But when you click the "stop" button, it also sends the playback head
forward also.
I need to stop the latter & force it to stay where it's at until play,
rewind, or ff is clicked.
I'm probably making this harder than it really is.
Let me know if you can help.
thanks in advance
property soundchannel,whereto
------ Get Behavior Description List ------
on getPropertyDescriptionList me
set description = []
if the currentspritenum <> 0 then exit
addProp description, #soundchannel, [#comment "Wait for Which Channel ?",
#format#Integer, #range[#min1,#Max8],#default1]
addProp description, #whereto, [#comment "What to do after sound finishes
Playing ?", #format#marker, #default"#next"]
return description
end getPropertyDescriptionList
------ Get Behavior Description List ------
-- Get Behavior description --
on getBehaviorDescription
return "This Behavior waits on a frame till the sound in the specified
finishes Playing. " & RETURN & RETURN & "Parameters" & RETURN & "* Sound
Channel" & RETURN & "* What to do after sound gets over"
end
-- Get Behavior description --
-- Events --
on ExitFrame me
if soundbusy(soundchannel) then
go the frame
else
case whereto of
"Go Next Frame" go the frame + 1
"Go Next Marker" go Next
"Go Previous marker" go previous
"Start Over" go marker(01)
"Go Loop" go loop
"Exit"quit
end case
end if
end ExitFrame
------ Events ------
------ Can be attached to only Script Channel ------
on isOKToAttach (me, aSpriteType, aSpriteNum)
case aSpriteType of
#script
return true
end case
end isOKToAttach
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