3 Replies Latest reply on Apr 27, 2006 8:40 AM by James Newton, ACP

    URGENT: Status of sound channel on jumpto another movie?

    Level 7
      Hi.

      Following problem.

      We have to play sounds over multiple movies
      All these movies have external cast, containing sounds, the number of this
      casr is identical in each Movie.
      All sound castmembers ar internal in this sound cast (we can not use
      external files)

      Movie 1 starts some sound castmember in channel 1 and then goes to movie 2.

      Sound plays in movie 2 without interruption, but we can not controll any
      properties of soundchannel 1 anymore. It means sound(1).status,
      sound(1).currentTime are 0. Without these values we can not define, if sound
      ends or not, and this is necessary for starting another sound in that
      channel.

      Can we somehowe determine actual values of abovementioned properties in
      second movie? If not how can we controll in second movie the sound, started
      in Movie 1?

      Thank you in advance
      Any help will be appreciated

      Yurij




        • 1. Re: URGENT: Status of sound channel on jumpto another movie?
          James Newton, ACP Level 3
          Are you placing your sound members in the Sound Channels in the Score, or are you using sound(1).play(...)? I find that sound(1).status is set to 0, as you say, when using sound(1).play(...), and the sound(1).currentTime cannot be set but it still updates. The properties .pan and .volume still work, as does fadeOut(), fadeIn() and other commands.

          Are you designing your movie for use in a projector? If so, you could play your sounds from a Movie In A Window (MIAW) which remains open at all times.

          If this is for Shockwave, perhaps you could fade the sound out at the end of the first movie, store its currentTime in a global, then fade it back in again from that point, in the second movie.
          • 2. Re: URGENT: Status of sound channel on jumpto another movie?
            Level 7
            It is played through sound(1).play(...), because the name of soundcastmember
            is dynamic (comes from xml)
            The application runs as projector and as shockwave, therefore we do not want
            use MIAWs

            "openspark" <webforumsuser@macromedia.com> wrote in message
            news:e2qg5e$sdb$1@forums.macromedia.com...
            > Are you placing your sound members in the Sound Channels in the Score, or
            are
            > you using sound(1).play(...)? I find that sound(1).status is set to 0, as
            you
            > say, when using sound(1).play(...), and the sound(1).currentTime cannot be
            set
            > but it still updates. The properties .pan and .volume still work, as does
            > fadeOut(), fadeIn() and other commands.
            >
            > Are you designing your movie for use in a projector? If so, you could
            play
            > your sounds from a Movie In A Window (MIAW) which remains open at all
            times.
            >
            > If this is for Shockwave, perhaps you could fade the sound out at the end
            of
            > the first movie, store its currentTime in a global, then fade it back in
            again
            > from that point, in the second movie.
            >


            • 3. Re: URGENT: Status of sound channel on jumpto another movie?
              James Newton, ACP Level 3
              You can store the entire score for a movie in a FilmLoop member. You can place the score FilmLoop in an external cast, and swap that cast on the fly. Instead of jumping to a different movie, you could reset the Score:

              member("filmLoop").media = the score
              the score = member("filmLoop").media

              Creating FilmLoops on the Fly