Sounds without QuickTime

curry curry at pair.com
Wed May 28 01:37:00 EDT 2003


I am very happy to find out that Rev *can* play sounds 
simultaneously, if you use players! That's super. :-)

That will make the experience great with QuickTime. (I'm making a 
game.) But for the Windows audience, I don't want to require 
QuickTime. I will recommend it, but proceed as well as possible if 
they don't have it.

But can Rev play multiple audio at the same time in Windows without 
QT? I did consistently get a WAV sound to play while a MID file was 
going in a player (which is a good thing) but usually, if I tried to 
play two regular sounds at once, the first one finished and then the 
second one played. Occasionally I did get two at once, but just now 
and then--it seemed unpredictable. I tried this with two players 
attached to AVI files, as well as trying one player and one direct 
"play" command with a WAV file, and got the same behavior.

About the file type, I used Windows Media Player to convert WAV files 
to AVI. (By using "Save As" and typing .avi after the file name.)

Does anyone know for sure if there's a way to implement multiple 
sound channels without QT consistently or not? If possible, I would 
like to offer multiple sounds with or without QT. Otherwise, I'll 
offer them for those with QT and queue sounds for those who don't.

Since MID and WAV worked together, I suspected perhaps there might 
just be a chance, but I haven't worked much with media on Windows, so 
if anyone knows the trick, I'll be grateful. (And give you a copy of 
the game of course!)

Something else I noticed was that the playLoudness of the player 
didn't seem to affect the sound, no matter which format was used, MID 
or AVI for a player, or directly playing a WAV sound.

Thanks,

Curry



More information about the use-livecode mailing list