hi list.
ok this should be a easy one how do i create a perfect soundloop that works in
shockwave mode?
I have tried doing it automaticly and manually with soundbusy but the loop isnt
tight enough.
plz help /therese
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At 19:04 Uhr -0400 02.08.2002, Colin Holgate wrote:
I have to disagree Tom
( I certainly know understand the semantics involved in
labelling something a bug)
In this case, however, one of the primary premises of working in 3D
space is that nearer objects render in front of further objects
HI, Nicolas ...
yes, it works.
Thanks.
Regards,
Sathya.
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http://www.penworks.com/lingo-l.cgi To post messages to the list, email
[EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for
learning and
Therese,
In D8 or later, use sound objects instead.
sound(soundChannel).queue
sound(soundChannel).play ...etc.
Example:
sound(2).queue([#member: member(myAIFFmember), #loopCount: 0])
sound(2).play()
It will be tight unless
a) You are queueing playing several very short sounds in a row
b)
good question!! Well I have 2 castlib in the cd altacast.cst and
baixacast.cst. For each cast I have a folder with images. What I've did is
to import the images in each cast and them burned the cd. So how can the
path be wrong? and If has a possibility, how can I check it or correct the
problem??
Hi
The purpose of script in question is for a user (a gardener) to be able
to layout
their garden
i.e. veggie plots, rows, in between rows ,paths, etc...by returning a
measurement i.e. 8'x16' or whatever dimension in a text member.
I am using scalable sprite (plot) whose top left corner is
On 8/3/02 10:05 AM, Chris Mealey [EMAIL PROTECTED] decreed thusly:
on mouseWithin me -- on the handle sprite
if inside(the mouseLoc,rect(-3,46, 69,75)) then
member(rectfield).text = 8'x 4'
else
if inside(the mouseLoc,rect(67, 46,105,75)) then
member(rectfield).text = 8'x 8'
else
I would build two lists; one list of rectangles, and one list of
sizes, and initialize them as properties in your behavior:
property plRects -- property which is a list of rects
property plSizes -- property which is a list of sizes
property pnRectsAndSizes -- property which is the number of
a little more information would be helpful !?
i assume that with automaticly you mean you have checked the looped
property of your soundmember.
I also experienced troubles with this shockwave.
In general this worked best for me:
-use shockwave audio for longer loops and wave for tiny loops
At 12:30 PM +0200 8/3/02, Andreas wrote:
c) You are using WinNT in which case you cannot use sound objects at all
This is not true - the sound object Lingo all works under NT
The problem is that Nt's sound system doesn't support directSound
(the best of the Windows OS playback systems).
This
Compressing traditional audio a lot makes the loop points less
seemless. This causes clicking other artifacts to occur at the
loopback point.
One solution is to use very little compression on small sounds which
need clean looping.
If only a few small sounds need to be looped, then you can
the Member Tab of the Property Insector shows the path saved for a member.
It's OK if a path has the other platform's characters as long as they
are not mixed ... (Director tries the stored path then tries
obvious character substitutions to guess that the may have been moved)
the BEST paths
I wrote a sample movie script to return the current time as a list, [H,
M, S]. I am afraid that this page is in Japanese but you may see the
script (because it is in Lingo).
http://www.FumioNonaka.com/TechNotes/Director/FN0108005.html
Side note: (the systemDate).seconds often return one the
Ok, I've got a few flash members that I'm using as sprites, but not
directToStage and I'm flipping through the frames as a behavior.
On top of these sprites is a png interface. Normally with bitmaps, etc, I've
never seen the problem that they get a mouseEnter/Leave update if there's a
sprite
What the hell? I just put 2 shapes on stage - the same member. One had
on beginsprite me
sprite(me.spritenum).cursor = 280
end
I put this hidden under the other shape. The cursor changed to the hand even
though the sprite was obscurred by the top shape.
This has never been this way
On 8/4/02 12:55 AM, g r i m m w e r k s [EMAIL PROTECTED]
decreed thusly:
so now I have to check if the mouseMember is the current sprite's member
before doing any cursor thing? Nonsense.
which isn't going to work anyway if I have an alpha'd png on top of them
anyway.
What the hell??!?
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