there is a bit of information about AIFF at
http://developer.apple.com/documentation/mac/Sound/Sound-61.html
maybe the meta data is stored as Annotation Chunks?
valentin
grimmwerks wrote:
> ...just wanted to change the subject, as I'm really thinking reading
> in the
> Apple Loops keywords fro
...just wanted to change the subject, as I'm really thinking reading in the
Apple Loops keywords from the aif via binary xtra.
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Aha. Found some in Resourcer - the keywords are showing...
Course I've got no idea how to read em back out...
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I just used file compare on a beat I had before and after opening it in
sound loop utility, and there's definate changes. Course the icon changed
tooso
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On 2/3/04 10:59 PM, "Colin Holgate" <[EMAIL PROTECTED]> spewed forth:
> Are you sure? Have you looked at the file:
>
> Search Index 3E66D70F-3A60-11D8-AC2D-000A95BAB3B6.txt
>
> in the Apple Loops Index folder?
I saw that, but if you read the Apple Loops sdk, and open up Sound Loop
Utility, you
...sure, but see the fantastic thing about them are the meta data - if you
open them up in GarageBand or Loop Utility, you get all these keywords for
searching for a specific sound, the key it's in, the bpm, etc etc. And it's
DEFINITELY in the .aiff.
Are you sure? Have you looked at the file:
Sear
On 2/3/04 8:21 PM, "Colin Holgate" <[EMAIL PROTECTED]> spewed forth:
> The AIFF loops that are with GarageBand (in Library/Application
> Support/GarageBand/Apple Loops/Apple Loops for GarageBand/) seem to
> be ordinary AIFFs that loop when they get to the end. You should be
> able to set the filen
The AIFF loops that are with GarageBand (in Library/Application
Support/GarageBand/Apple Loops/Apple Loops for GarageBand/) seem to
be ordinary AIFFs that loop when they get to the end. You should be
able to set the filename of a sound member to that location, and use
the sound looped without d
OK... after much testing and quite a bit of chagrin, I have exhausted all my
options with flash animations that include streaming sounds on the root
timeline.
I have tried:
the soundKeepDevice = false
the soundMixMedia = false
all flash sprites directToStage = false
After some simplification of
Script using the pannels, and then import
> it to Director?
>
> Javier R. Buzzalino
> Buenos Aires
> Argentina
>
> - Original Message -
> From: "Buzz Kettles" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Tuesday, February 18, 2003
>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, February 18, 2003 7:35 PM
Subject: Re: playing more than 8 sounds
> At 2:44 PM -0500 2/18/03, you wrote:
> >I'm finishing a 16 channel mixer application, and have been using QT
audio
> >to get 16 separate channels of audio, and wa
At 2:44 PM -0500 2/18/03, you wrote:
I'm finishing a 16 channel mixer application, and have been using QT audio
to get 16 separate channels of audio, and was wondering if there's any other
way to do this. I thought about using L & R of the 8 sound channels, but
that's a lot more difficult to impl
I'm finishing a 16 channel mixer application, and have been using QT audio
to get 16 separate channels of audio, and was wondering if there's any other
way to do this. I thought about using L & R of the 8 sound channels, but
that's a lot more difficult to implement than QT because of having to
cal
Dear Buzz,
Thanks again.
Cheers,
John
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At 11:20 AM +1100 1/12/03, you wrote:
Thanks Buzz and Agustín.
How about for Shockwave files?
I'm confused by your question -
How about what?
Everything discussed also applies to the Shockwave environment ...
-Buzz
Cheers,
John
Buzz Kettles wrote:
1. Remember to include the DirectSound
Thanks Buzz and Agustín.
How about for Shockwave files?
Cheers,
John
Buzz Kettles wrote:
>
> 1. Remember to include the DirectSound Xtra in your Window projector
> and Director will default to use it if it's available. Also include
> Macromix.x32 to fall back on if it's not (this is the one w
Buzz Kettles escribió:
I remember noticing that the QT3Mixer has a subtle treble loss.
Hey, good catch!! Didn´t noticed that one.
& the dependency on QT is a significant factor on Windows (it's not as
ubiquitous as it could be).
Does anyone know why the annoying clipping of so
o)?:
sound.loadAll()
sound.play()
Have I just had my in a bush, or was this change done rather 'silently'?
puppetsound changed under-the-hood many times.
it used to load entire sounds into memory before playing, but I think
that changed with d6, or at the very latest, d7.
hth
-Buzz
Jakob
[
their
contemporary operating systems.
Hi! For a recent game, had to choose between directSound and
QT and I picked the last one. I tracked down some clipping/distort
when playing some short sounds (even in authoring) and it was due to
directSound.
I still have to check all the sound´s prope
At 8:21 -0800 09/01/03, Buzz Kettles wrote:
3) As a follow on: Does puppetSound need to load the whole sound before
it can play (whereas queue() just preLoads the first 1.5 sec by default?
not really - puppetSound is now just an alias
-> the code just calls sound.play()
Isn't that a rather ma
Hi! For a recent game, had to choose between directSound and QT and I
picked the last one. I tracked down some clipping/distort when playing
some short sounds (even in authoring) and it was due to directSound.
I still have to check all the sound´s properties since this never
happened me befor
At 4:53 PM +1100 1/9/03, you wrote:
Hi,
I am authoring on a Mac but I remember from a couple of years ago that
PCs used to have a latency issue when playing sounds (i.e.. there was a
delay between the command and the sound when using puppetSound).
I understand that using the queue() command
Hi,
I am authoring on a Mac but I remember from a couple of years ago that
PCs used to have a latency issue when playing sounds (i.e.. there was a
delay between the command and the sound when using puppetSound).
I understand that using the queue() command eliminates this delay
because it
Puppetsounds do seem to be the best way to play sounds for events, like
impact, etc. But remember, heck the sound itself for any
deadspace/cuttoffs, and if you trigger one sound in one channel, puppet
the next one in the next so the first doesn't get cut off. When I did the
marvel c
>Try directsound or qt3mmix.
That should have read qt3mix.
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>Whats the most reliable way to play sounds in director? Puppetsounds are
>horrible in my experiences here. Crappy looping and cutoff sounds. I'm
>making a breakout clone game where I would like to have sounds when the
>ball strikes different objects but much of the time they are
DrEvil wrote:
> Whats the most reliable way to play sounds in director? Puppetsounds are
> horrible in my experiences here.
sound(8).queue()
sound(8).play(), etc...
--
Agustín María Rodríguez
http://www.StudioCerebral.com > Creative Roaster > Agustín
[To remove yourself from this
Whats the most reliable way to play sounds in director? Puppetsounds are
horrible in my experiences here. Crappy looping and cutoff sounds. I'm
making a breakout clone game where I would like to have sounds when the
ball strikes different objects but much of the time they are late or get
cu
Hi...
One vote for Audio Converter for general batch processing...
http://www.audioconverter.info/
Jason
_
MSN Photos is the easiest way to share and print your photos:
http://photos.msn.com/support/worldwide.aspx
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Well, on the mac, iTunes and any other app...
hell Peak does batch processing...
On Mon, 20 May 2002, Leah Kramer wrote:
> Hi all,
>
> I have a bunch of sounds (hundreds) that were created in Peak and SoundEdit as
> 16 bit 44 khz aifs. I need to just quickly downgrade the qua
Media Cleaner Pro is pretty slick.
On 5/20/02 4:26 PM, "Leah Kramer" <[EMAIL PROTECTED]> wrote:
> Hi all,
>
> I have a bunch of sounds (hundreds) that were created in Peak and SoundEdit
> as
> 16 bit 44 khz aifs. I need to just quickly downgrade the quality
use the one that comes with SoundEdit 16
At 3:26 PM -0700 5/20/02, you wrote:
>Hi all,
>
>I have a bunch of sounds (hundreds) that were created in Peak and
>SoundEdit as
>16 bit 44 khz aifs. I need to just quickly downgrade the quality to make them
>smaller. (It's j
i think sound edit automator can do that. in the same folder as sound edit.
Leah Kramer wrote:
>
> Hi all,
>
> I have a bunch of sounds (hundreds) that were created in Peak and SoundEdit as
> 16 bit 44 khz aifs. I need to just quickly downgrade the quality to make them
> sm
Hi all,
I have a bunch of sounds (hundreds) that were created in Peak and SoundEdit as
16 bit 44 khz aifs. I need to just quickly downgrade the quality to make them
smaller. (It's just scratch audio so it doesn't have to sound great.) Does
anyone have any advice as to what applic
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