Sound loops in iOS

Thomas McGrath III mcgrath3 at mac.com
Sun Feb 26 11:30:13 EST 2012


The Play command used for iOS is a special adaptation of the regular Play command (as is described in the docs) and as such does not yet support looping when on iOS. "For more control use the iphonePlaySoundOnChannel" for looping. But meanwhile if you use the mediaPicker it only works with the Play command and will not work with the iphonePlaySoundOnChannel. So you have to make specific choices based upon what you are needing.


-- Tom McGrath III
http://lazyriver.on-rev.com
3mcgrath at comcast.net

On Feb 26, 2012, at 10:56 AM, John Dixon wrote:

> 
> I too couldn't get 'looping' to work with the 'play' command... however using 'iphonePlaySoundOnChannel thefile, theChannel, type' does work...
> 
> on mouseUp
>   put specialfolderpath("engine") & "/sc.mp3" into thefile
>   iphonePlaySoundOnChannel thefile, 1, looping
> end mouseUp
> 
> 
> 
>> Thanks to Ken Corey and others on this list, I am managing to play sounds in my developing iOS app quite nicely - as appears to be required, I'm playing them from a file, and I'm using 'the environment' to distinguish between the IDE and the real app (and simulator). So far so good. My current problem is that my sounds won't loop. I have code like this, where t3 contains a path to a sound file.
>> 
>>     play t3 looping
>> 
>> This is in fact just one variation on several attempts, but the important point is the sound only plays once on the simulator and the iPad (thus showing at least that my t3 does correctly identify a sound file in the iOS environment); but in the IDE, the exact same code does loop the sound as expected.
> 
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