Art 412 Guide to Use of Sound in Director

Stephen Wilson, Conceptual Information Arts Program, SFSU


 

You can use two methods to employ sound:
 1.  Create sound cast members and place them in the score in special sound channels 1 or 2
 2.  Use the linked file format to play external sound files (usually controlled by lingo scripts)
 

 Sound cast members and use in score
 - Remember they are actually included in the director file - taking up memory space but not easily separated
 - For timing you can try to spread them out over number of cells but it is hard to predict exactly under changing conditions.  If you want to retrigger the sound you must introduce break in cells.
 - Sounds can be set to loop in their info box.  (Design the sound to have natural break at loop point.)
 - The tempo channel can be used to cause playback head to wait till sounds stop  (not advised because can mess up other script elements)
 

Lingo for controlling sounds

 soundplayFile channel#,name(path)    soundplayFile 4, "test.aiff"
(Plays a file in any channel.  Include whole path if sound not in same folder with Director movie.  Sound is separate file; make sure to move it with movie.)

 set the soundlevel to ( 0 to 7)    (Sets the global volume on machine)

 set the volume of sound channel# to (0 to 255)
(controls just the volume of single sound)

 sound close channel#   (closes a sound file and stops it)

 sound fadeIn  channel#, ticks     sound fadeOut  channel#, ticks
(fades a sound in a particular channel in or out for specified ticks -60ths of second)

 set the soundEnabled to (true or false) (controls whether any sounds will play)

 soundstop channel#   (stops a sound)

 the soundBusy  (channel#)
(returns true if sound still playing - can be used to loop sounds, control progress)

 puppetSound "name or cast#"    (overrides sounds in channel 1. use updateStage to see effects)  use puppetSound 0 to return control to score
 
 

Example of looping sound and advancing only when done
 
on exitFrame
 -- only advances when sound is done
 if soundBusy(3)  = true then
  go frame "section2"
 else
  go to the frame
 end if
end 
on exitFrame
 -- loops a sound
 if soundBusy(3)  = false then
  soundplay 3, "test.aiff"
 end if
 go to the frame
end


Example of Lingo Frame Advance Controlled by Sound Finishing.

It advances to the next section only after it is finished..  It assumes external sound files placed in the same file as the movie.  It also provides a mini-review of sound formats.


Example of Roll-over sound.

The sounds  play only when the viewer rolls the mouse over the visual sprites.



Example of Two Sprites that play sound only when they Collide.


 

 Stephen Wilson, Professor Conceptual/Information Arts/ SFSU
 swilson@sfsu.edu  http://userwww.sfsu.edu/~swilson
 More information about Conceptual Information Arts (CIA) Program (http://userwww.sfsu.edu/~infoarts/)