On 2013-01-28, at 07:31, Steve Thomas wrote:
> Thanks Subbu.
>
> I started looking at what you sent and poking around trying to figure out the
> code, then realized I could do it "the Etoys way" and put the morph back into
> its previous holder (which can vary and I store in a player variable)
A member of the AST-Interpreter[1] team posted a very interesting
answer on Stack Overflow.[2]
1 - http://smalltalkhub.com/#!/~dh83/ast-interpreter
2 -
http://stackoverflow.com/questions/14520133/programmatically-get-the-execution-order-of-objects-inside-a-method
Have fun! David
Open a graph on the sound.
You may need to edit the sound to get a graph of it.
A graph is much like a holder so you can play sound from a sample location
to another sample location.
Keep an eye out for the length of the sound you load. I'm sure a long sound
will be a big hog of memory and make yo
Karl,
I did try that not sure how much that will help. I even thought of trying
to walk through the "sound" and check volume levels, but not sure how well
that will work. Might help as a first approximation, but would require I
figure out how to get the sound and walk through the levels by time