Leonard Burton a écrit :
> Sorry if I seem a little dense here, but, How will this relate to the
> queue of the images? I need to be able to have image n and sound n to
> correspond.
Ouch! Hadn't groked that. OK, so if you're playing with images as
well, like fades and stuff, what you can do is add Effect.Event
instances to your queue with the sound-triggering code in their
afterFinish callback, using the proper Event duration so your sound can
have time to play.
You'd add the sound playing like this:
new Effect.Event({ queue: 'end', // or whatever queue defs…
afterFinish: function() {
Sound.play(…);
});
And if you want the sound to play BEFORE the rest of the queue goes on,
just give your effect a proper duration option.
I think that should cut it.
--
Christophe Porteneuve aka TDD
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