DOH. NEvermind. Use the ID of the clip. Reading the dictionary. A useful skill I need to develop
On Sat, Aug 15, 2015 at 12:37 PM, Mike Bonner <bonnm...@gmail.com> wrote: > Found a method that works with audioclips, as long as I only need to play > 1. Rather than starting and stopping it, I set the playloudness to 0 or > 100 and just leave it looping. (it doesn't appear that the playloudness can > be set for individual clips.) > > Will try with players instead since using only 1 sound effect is a bit > unrealistic. > > Thanks! > > On Sat, Aug 15, 2015 at 11:52 AM, Mike Bonner <bonnm...@gmail.com> wrote: > >> I have an audio clip that I'm using as a sound effect. I try to trigger >> the play start FIRST in my game loop, but no matter what methods I try >> (even breaking it out of the game loop itself) there is a pretty hefty lag >> time before it starts playing. Enough so that its possible to have an >> event happen, and stop the play of the clip before it ever starts. >> >> I don't think i'm having issues with a bound cpu, I think 'play audioclip >> "myclip" looping' is just that slow. If I hold the key down, it works >> fine, animation keeps up, and stop is pretty much instantaneous. Is there >> a way to get this working better? I'll try with an actual player next, but >> I thought having the clip as part of the stack would provide the best >> results. >> >> >> Also, a quick question.. I assume there is no way to modify the tone of >> a clip on the fly? IE: Simulate doppler shift.. >> > > _______________________________________________ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode