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It's difficult to understand why you'd want to place it in a channel and
/not/ play automatically - can you elaborate?
If you want to start it manually, why place it in a sound channel
instead of using sound lingo to play it when required?
I should have explained. I knew that would happen.
I had to create a program with very specific timing where the animator
enters timings and markers in a field using a certain convention. I didn't
want to have to include in each command the sound file that needs to be
This is all connected to my MIAW issue and putting the sound in a sound
channel solved most of the problems but created some new ones.
I think the only solution is to require the name of the sound member to be
included with the animators data. It'll be a pain for him but other than my
having to accomodate the currentTime going to zero when the sound member is
finished playing (MPEGAdvanceExtra members don't do this), it will certainly
be better for me.
Word of Mouth Productions
"Sean Wilson" <firstname.lastname@example.org> wrote in message
> It's difficult to understand why you'd want to place it in a channel and
> /not/ play automatically - can you elaborate?
> If you want to start it manually, why place it in a sound channel instead
> of using sound lingo to play it when required?
If you have this frame script in the same frame as the 1st place where
the audio is, it should start off paused:
on prepareFrame me
Then you can start it with