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When you talk about the playhead, I assume you have enabled
member.toolbar and it's this you're dragging?
If you are using the "Wait..." channel settings then this is likely your
problem and you should avoid that option completely. Use a script
attached to the sprite or script channel to monitor for cuePoints instead.
If you're /no/t using the tempo channel settings, does it make any
difference if you configure and use playSegment/startTime/endTime to
play between 2 cuePointTimes?
Hi Sean, thanks for a reply. I'm fairly inexperienced with video in director and am trying to get my head around this. The playbar is attached via the MpegAdvance Xtra - it's just got a checkbox which I've enabled - so I'm guessing this is different to the member.toolbar method you mentioned?
Yes, I am using the tempo channel to wait for cuepoints - does this method "force" director to play the segments of video inbetween the cue points? It just seems a little odd that it would do that, because you'd think that director could still listen for the cuepoint even if the footage was being scrubbed. I'm probably missing some fundamental knowledge here, which is why it's hard to wrap my head around :)
I've not used playSegment/startTime/endTime - for lack of Lingo knowledge, but they sound useful - and I will certainly try to suss them out, because they might be what I need anyway.
> The playbar is attached via the
> MpegAdvance Xtra - it's just got a checkbox which I've enabled - so I'm
> guessing this is different to the member.toolbar method you mentioned?
No - it's the same thing. What you've done manually is the same as
enabling this property via the lingo I suggested.
> Yes, I am using the tempo channel to wait for cuepoints
This is probably exactly what your issue is. If you remove the tempo
channel "Wait..." setting and use the following in your frameScript channel:
on exitFrame me
go to the frame
and the following attached to your MPEG sprite:
on isOKToAttach(me, sType, sNum)
if (sType = #graphic) then return (sprite(sNum).member.type =
-- check for recompile
if not the currentSpriteNum then exit
-- don't bother presenting if no cue points defined
if count(sprite(the currentSpriteNum).member.cuePointTimes) = 0 then exit
pdl = [:]
lCuePoint = [:]
lCuePoint[#comment] = "Cue point to monitor:"
lCuePoint[#format] = #string
lCuePoint[#default] = sprite(the
lCuePoint[#range] = sprite(the currentSpriteNum).member.cuePointNames
pdl[#myCuePoint] = lCuePoint
on cuePassed( me, chan, cpNum, cpName )
if cpName = myCuePoint then
go to the frame + 1
then it might get you part of the way, but perhaps you could explain in
more detail what you're trying to achieve.