Example
This statement tells the SWA streaming cast member Frank Zappa to play in sound channel 3:
-- Lingo syntax
member("Frank Zappa").soundChannel = 3
// JavaScript syntax
member("Frank Zappa").soundChannel = 3;
soundChannel (RealMedia)
Usage
-- Lingo syntax
memberOrSpriteObjRef.soundChannel
// JavaScript syntax
memberOrSpriteObjRef.soundChannel;
Description
RealMedia sprite or cast member property; allows you to get or set the sound channel used to play
the audio in the RealMedia stream. Setting this property allows you to control the audio of a
RealMedia stream using the Lingo sound methods and properties. Setting this property to a value
outside the range 0–8 causes a Lingo error. This property has no effect if
realPlayerNativeAudio()
The default setting for this property is 0, which means that the RealMedia audio will play in the
highest sound channel available, and the property's value changes during playback depending on
which channel is being used. When the RealMedia cast member is playing, this property reflects
the sound channel currently in use. When the RealMedia cast member is stopped, this property
reverts to 0.
If you specify a channel (1–8) for this property and there are sounds currently playing in that
channel (from other parts of the movie), they will be stopped and the RealMedia audio will play
in the channel instead.
Concurrently playing RealMedia cast members are not supported; if your movie contains
RealMedia cast members that play concurrently, their sounds are played simultaneously in the
same sound channel.
Example
The following examples show that the sound in the RealMedia stream in sprite 2 and the cast
member Real will be played in sound channel 2.
-- Lingo syntax
put(sprite(2).soundChannel) -- 2
put(member("Real").soundChannel) -- 2
// JavaScript syntax
put(sprite(2).soundChannel); // 2
put(member("Real").soundChannel); // 2
996
Chapter 14: Properties
is set to
.
TRUE
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