sound1.Play
sound2.PlayLooping
plays sound1 and sound2 simultaneously but how can i play it successively in ONE event?
thanks
sound1.Play
sound2.PlayLooping
plays sound1 and sound2 simultaneously but how can i play it successively in ONE event?
thanks
Sound1.play
While sound1.Isplaying
Wend
Sound2.play
But the app hangs while sound1 is playing.
So if that’s a problem for him, then he should perhaps make a thread.
[quote=50963:@Thomas ROBISSON]Sound1.play
While sound1.Isplaying
Wend
Sound2.play
But the app hangs while sound1 is playing.[/quote]
Another way would be to concatenate the two sounds using an AIFF editor such as Audacity, and create a new sound containing both. Then it becomes Sound.play
Another idea: Open the sound as a movie file (rather than dragging it into the project) and play it using an invisible MoviePlayer. Then in the Stop event handler of the MoviePlayer, play the next sound.
I am looking to play up to 3 asynchronously triggered sounds simultaneously with master volume control. I’m sure I need one thread, but will I need 3 threads? Is killing a sound possible from another thread? Thanks…
Dim t, c as Integer
// 4000000 is a faster2 beep, 6000000 is a slower 2 beep rate
c = 6000000
Beep // 1st Beep
For t = c downto 0
// do nothing till count down
Next t
Beep // 2nd Beep
// for n beeps
Dim n, t, c as Integer
// 4000000 is a faster2 beep, 6000000 is a slower 2 beep rate
c = 6000000
Beep // 1st Beep
n = 3
for i as integer = n downto 1
For t = c downto 0
// do nothing till count down
Next t
Beep // 2nd and subsequent Beep
next i
Trying to to simultaneous .wav sounds not sequential beeps…
I am currently using ALSA and Pulse Audio and C++
John, open a new thread with a new title. Different subjects needs distinct calls for better results.
It’s not exactly the same problem, but
The sounds are not played the same way when build in Carbon than in Cocoa.
I have a game which play a sound , and then do something and then play again the Sound, etc. I don’t do a loop to wait the end of previous sound, but I have animation between each sound (then time process).
In Carbon, I ear all the sound, in Cocoa I don’t ear all the sounds.
[code]Dim iNbre, Fin_iNbre as UInt32
ProgressWheel1.Visible = True
Fin_iNbre = Val(TextField1.text)
Beep
’ Whit.Play
For iNbre = 0 to Fin_iNbre ’ Anything in the loop to take some time
TextField2.Text = TextField2.Text + “a”
If (iNbre mod 10) = 0 Then App.DoEvents
Next iNbre
TextField2.Text = “”
App.DoEvents
Beep
’ Whit.Play
For iNbre = 0 to Fin_iNbre ’ Anything in the loop to take some time
TextField2.Text = TextField2.Text + “a”
If (iNbre mod 10) = 0 Then App.DoEvents
Next iNbre
TextField2.Text = “”
App.DoEvents
Beep
’ Whit.Play
For iNbre = 0 to Fin_iNbre ’ Anything in the loop to take some time
TextField2.Text = TextField2.Text + “a”
If (iNbre mod 10) = 0 Then App.DoEvents
Next iNbre
TextField2.Text = “”
App.DoEvents
ProgressWheel1.Visible = False
[/code]
This code in the action event of a push button. In TextField1 I have “50”. TextField2 is only here to take time process.
When run in Cocoa I ear one Beep, I ear the 3 Beep in Carbon.