Ah, that was too easy, Carl. Thanks so much.
At 01:05 AM 1/5/03 -0500, you wrote:
Lead the word with a space (and follow it with one too to keep the
balance) and offset your character counting by one.
--
Carl West [EMAIL PROTECTED] http://eisen.home.attbi.com
[To remove yourself from
My project has some animation that works great on most test machines, but a
little slowly on a few. I need to figure out why the few are not behaving
as intended.
Project specs:
800x600
16 bit color
Windows
I'm animating five sprites at certain times during my project. Two of the
sprites are
I've now tried this with a variety of .wav and mp3 files. One mp3 was
encoded at a lofty 320 Kbps. With all files, the value of elapsedTime stays
the same for an average of 4 to 5 Director frames, though once in awhile,
it will change after a single frame. At 30 fps in Director, the increase in
A month or six weeks ago, I posted about having problems getting Director
to consistently pick up cue points in .wav files right as they pass. Colin
responded that he was using findPosNear() to get simulated cue points from
a list.
As I wrote at the time, this helped tremendously.
Still, I
Like SMPTE? I didn't realize that such things might affect how something
like elapsedTime would work with Lingo. My sound editor, the able Cool Edit
Pro, allows me to define SMPTE times and waveform time readouts related to
frames, but there's nothing I can find that lets me see or define frame
In this case, I'm highlighting a word on screen based on the cue point
associated with the same word in the .wav. So if the word in the .wav is
the third word, when I get cuepoint 3 from the .wav, I highlight that word.
Then when I get the next cuepoint, I reset word 3 to its default color and
Interesting and useful idea, Colin. Thanks a lot. I'd hope not to have to
go down this road, but as you say, it may prove to be the more reliable one.
What did you do to synch your program to the timecodes in the list? Were
you using the elapsedTime and polling for it on exitFrame or something
I made some changes in my highlight object to reflect Colin's cueing method
using findPosNear() instead of the actual cuepoints in the sound files. The
changed I needed to make were trivial and only took a few minutes. The
improvement is astounding!!!
I imported all the relevant linked sounds
I'm going to have to face similar issues. This product will be delivered to
PC and Mac with a base machine that probably won't be that fast. Maybe
P2/233 and a relatively early Power Mac.
So we may face similar issues related to limiting functionality on some
older machines.
At 09:15 AM
I understand your thinking and was prepared to go down that road before I
first wrote to the list about this. Some cuepoints are as little as .3
seconds apart. But as I mentioned, I checked the procession of events using
the on cuePassed handler and got precisely the results I enumerated in a
I've driven myself crazy trying to make this work and haven't succeeded as
yet. So I want to throw this out there for some advice.
There is a sprite that contains a bitmap that must display when the user
clicks a region of the screen. The sprite must zoom from the point of the
mouse click to
Excuse my inadequate explanation. There's no thumbnail to be clicked on.
The clickable area is some text that occupies a region on the left half of
the screen that's about 350 pixels high by 250 wide. When the user clicks a
word, the bitmap (a 1 pixel, 1 colored sprite/bitmap member to begin
I have some sprites that have 3-5 different behaviors attached to them.
There are a couple properties in a couple behaviors the values of which I
want other behaviors attached to the same sprite to be able to access. I
don't want to repeat the code that I wrote to give the properties their
to share.
And if you want the property to be settable by other behaviors, then add a:
on mSetTheImportantProperty me, theNewValue
pMyImportantProperty = theNewValue
end
Irv
At 11:28 PM -0700 8/26/02, Jim Schwartz wrote:
I have some sprites that have 3-5 different behaviors attached to them
pSharedParams = []
sendAllSprites (#enlist, pSharedParams)
end
on enlist me, l
pSharedParams = l
end
Any changes to the list will be available to the whole group.
HTH,
Tim
-Original Message-
From: Jim Schwartz [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, 27 August 2002 4:29 pm
Point well taken, Kerry. I think we're on the same page here as the reason
I'm looking for the ideal way of getting properties from other behaviors
is exactly so that the requesting behavior doesn't need to concern itself
with how the requested property value was calculated.
I want to do this
I didn't elaborate that much on the specifics of what I need to share.
They're values established on beginSprite that won't change. So there's no
concern with having to obtain calculated values at a later point.
But I understand and appreciate the reasoning. I'm trying to code in a way
that
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