Re: Not really --> OT: GarageBand sounds

2004-02-04 Thread Valentin Schmidt
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

Re: Not really --> OT: GarageBand sounds

2004-02-03 Thread grimmwerks
...just wanted to change the subject, as I'm really thinking reading in the Apple Loops keywords from the aif via binary xtra. [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Prob

Re: OT: GarageBand sounds

2004-02-03 Thread grimmwerks
Aha. Found some in Resourcer - the keywords are showing... Course I've got no idea how to read em back out... [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAI

Re: OT: GarageBand sounds

2004-02-03 Thread grimmwerks
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 [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, ema

Re: OT: GarageBand sounds

2004-02-03 Thread grimmwerks
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

Re: OT: GarageBand sounds

2004-02-03 Thread Colin Holgate
...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

Re: OT: GarageBand sounds

2004-02-03 Thread grimmwerks
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

OT: GarageBand sounds

2004-02-03 Thread Colin Holgate
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

Flash Sprites with Streaming Sounds Freezing/Stuttering

2003-04-06 Thread Mathew Ray
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

Re: playing more than 8 sounds

2003-02-18 Thread grimmwerks
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

Re: playing more than 8 sounds

2003-02-18 Thread Javier R. Buzzalino
> 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

Re: playing more than 8 sounds

2003-02-18 Thread Buzz Kettles
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

playing more than 8 sounds

2003-02-18 Thread Charlie Fiskeaux II
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

Re: queue()-ing sounds

2003-01-13 Thread John Waller
Dear Buzz, Thanks again. Cheers, John [To remove yourself from this list, or to change to digest mode, go to 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 helping with programming Li

Re: queue()-ing sounds

2003-01-11 Thread Buzz Kettles
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

queue()-ing sounds

2003-01-11 Thread John Waller
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

Re: queue()-ing sounds

2003-01-11 Thread Agustín María Rodríguez
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

Re: queue()-ing sounds

2003-01-10 Thread Buzz Kettles
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 [

Re: queue()-ing sounds

2003-01-10 Thread Buzz Kettles
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

Re: queue()-ing sounds

2003-01-10 Thread Jakob Hede Madsen
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

Re: queue()-ing sounds

2003-01-10 Thread Agustín María Rodríguez
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

Re: queue()-ing sounds

2003-01-09 Thread Buzz Kettles
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

queue()-ing sounds

2003-01-08 Thread John Waller
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

Re: sounds

2002-05-29 Thread grimmwerks
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

Re: sounds

2002-05-29 Thread Colin Holgate
>Try directsound or qt3mmix. That should have read qt3mix. [To remove yourself from this list, or to change to digest mode, go to 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 helpin

Re: sounds

2002-05-29 Thread Colin Holgate
>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

Re: sounds

2002-05-29 Thread Agustín María Rodríguez
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

sounds

2002-05-29 Thread DrEvil
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

Re: batch converting sounds?

2002-05-21 Thread Jason Je
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 [To remove your

Re: batch converting sounds?

2002-05-20 Thread grimmwerks
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

Re: batch converting sounds?

2002-05-20 Thread Stuart Heimdal
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

Re: batch converting sounds?

2002-05-20 Thread Buzz Kettles
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

Re: batch converting sounds?

2002-05-20 Thread bhakti
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

batch converting sounds?

2002-05-20 Thread Leah Kramer
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