Hi David, set the content to interactive and if you want, autoplayback in the inspector, fourth tab.
yes - that's the way it's set. Just too slow/unreactive. Sometimes it makes no sound at all.
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What happens if you turn off auto-play but leave it interactive - can you click on it to play? Is it specific to a certain file or file type? If I understand the problem correctly, some wav files play just fine, while others do not. Is this a hosted solution? Is there a great deal of difference in the file sizes?
So I tried all combinations of auto-play, going to record, going to field (with and without select/perform).
What seems to be required is that I linger long enough (pause) on the record with the sound clip to allow it play. I guess I was cutting it off. So I think I'll be able to make it work (using Go to Record, in a hidden window, and auto-play).
Thanks for your help.
By the way, the clip I was testing was Windows' "Windows Print complete.wav". Also, to answer your question, the container shows a media player, so clicking in it requires clicking the Play button to make the sound.
I don't know if this will work for you, but set it to auto-play, set to start playback, and then shrink the container to 3x3 pixels.
What version of FMP are you using?
That's pretty much what it came down to. I have it working now. I have a window hidden off-screen that has one container and one sound per record. There also needs to be a "home base" record that's empty. It's necessary in the case that the same sound is required twice in a row. Now I just need to find sounds that are of equal length and volume.
I'll send you a link when I get this published ... it's just another thing to do for exercise while I "wait" for work. But you can guess what it is:
Looks cool. Here's another idea that might speed things up - how about loading the files into a global variable on launch? I would think that would speed up the launch of the sound and might make looping easier as well.
FYI - I'm working out the kinks and will share this with the community when I get it working. It's actually kinda fun to play.
I got the tones worked out, more or less. I need to add some post-game feedback and maybe record-keeping.
FOR THOSE LOOKING FOR AN ANSWER TO THIS QUESTION:
Here's my setup and what I've found works for playing short .wav files in reaction to button clicks.
FMPA14 on Windows 7 Professional
- I have a table (Sounds) with one record (with one Container field) per sound clip.
- The container object on the Sounds layout, has the attributes: Interactive content - Start playback automatically.
- Required is an additional empty record in the Sounds table as a home base (you can't start on record x and go to the same record to play it again - you have to go to another record first). I defined this empty home base record as the last record in the Sounds table.
- I create a separate Sounds window and store it offscreen (say, H 200, W 200, T -300, L -300).
- To play a sound,
- select the Sounds window
- go to the last record (the silent home-base)
- go to the desired sound record
- select the original window
- here, you may, or may not need to add a Pause step before continuing your script (i.e. you might need to wait for the clip to play).
- continue with your script
Sorry - there's no commenting to speak of, but here's a game that uses brief sound clips. The sound clips came from:
SimonSaysWhat.fmp12.zip 1.7 MB
What would be really great in the future is the ability to use the BEEP script step to access ALL the system sounds--not just the default beep.