Thanks Peter, that works. Everything is right again in my world!!
On Jun 22, 2012, at 4:04 AM, use-livecode-requ...@lists.runrev.com wrote:
> Message: 11
> Date: Thu, 21 Jun 2012 17:25:03 -0400
> From: "Peter M. Brigham"
> To: How to use LiveCode
> Subject: Re: Playin
I think this ought to be "answer there is a file tSoundFile" -- does that work?
May be moot now that you've solved your problem
-- Peter
Peter M. Brigham
pmb...@gmail.com
http://home.comcast.net/~pmbrig
On Jun 21, 2012, at 4:48 PM, Roger Guay wrote:
> Interesting though that the "answer th
oger
>
>
> On Jun 21, 2012, at 12:57 PM, use-livecode-requ...@lists.runrev.com wrote:
>
>> Message: 23
>> Date: Thu, 21 Jun 2012 13:48:08 -0600
>> From: Chris Sheffield
>> To: How to use LiveCode
>> Subject: Re: Playing Sounds in iOS
>> Message-
d
> To: How to use LiveCode
> Subject: Re: Playing Sounds in iOS
> Message-ID: <93e8fdec-befe-4cef-bbf5-058025dcd...@me.com>
> Content-Type: text/plain; CHARSET=US-ASCII
>
> Roger,
>
> Try this. Open the Standalone Application Settings dialog. Click on Copy
> Files
1 Jun 2012 18:16:54 +
> From: Devin Asay
> To: How to use LiveCode
> Subject: Re: Playing Sounds in iOS
> Message-ID: <992fa676-ef2c-4e3e-a097-d1f1260e8...@byu.edu>
> Content-Type: text/plain; charset="us-ascii"
>
> Roger,
>
> Maybe you'
make sure file and folder names in your code
match case exactly as it is on disk. I've gotten bit by that a few times.
Chris
On Jun 21, 2012, at 11:43 AM, Roger Guay wrote:
> Thanks so much for you patience, Chris . . . I'm learning a lot from you, but
> unfortunately, I'm
He did say that he was trying WAV too, which ought to come under the Linear PCM
ability.
On Jun 21, 2012, at 2:46 PM, J. Landman Gay wrote:
> >I looked back in the thread and saw you are using sound files of type
> >".caf". Try a different format and see if it works.
That is not entirely accurate. The Mac file system can be formatted as case
sensitive or not. The default is not, and there probably isn't a single person
in the world who uses case sensitivity, but hey, I'm in developer mode.
Bob
On Jun 21, 2012, at 11:16 AM, Devin Asay wrote:
> Roger,
>
>
On 6/21/12 12:43 PM, Roger Guay wrote:
I am not able to play sounds in either the simulator nor my iPad.
I looked back in the thread and saw you are using sound files of type
".caf". Try a different format and see if it works.
From the Apple developer notes:
The audio technologies in iOS s
. . I'm learning a lot from you, but
> unfortunately, I'm still not able to play sounds in iOS. In answer to your
> questions and points:
>
> I am not able to play sounds in either the simulator nor my iPad.
>
> The answer command you suggest (very clever!) returns
Thanks so much for you patience, Chris . . . I'm learning a lot from you, but
unfortunately, I'm still not able to play sounds in iOS. In answer to your
questions and points:
I am not able to play sounds in either the simulator nor my iPad.
The answer command you suggest (very clever
>
> Thanks,
> Roger
>
>
>
>
> On Jun 20, 2012, at 10:00 AM, use-livecode-requ...@lists.runrev.com wrote:
>
>> Message: 9
>> Date: Wed, 20 Jun 2012 08:38:58 -0600
>> From: Chris Sheffield
>> To: How to use LiveCode
>> Subject: Re: Playin
ger
On Jun 20, 2012, at 10:00 AM, use-livecode-requ...@lists.runrev.com wrote:
> Message: 9
> Date: Wed, 20 Jun 2012 08:38:58 -0600
> From: Chris Sheffield
> To: How to use LiveCode
> Subject: Re: Playing Sounds in iOS
> Message-ID: <4072-d477-42c7-bc36-0dc45ee0b...@m
Roger,
When using mobilePlaySoundOnChannel, I've always had to build the full path to
the file for it to work correctly. So if you've verified that it's copying
correctly into the app bundle and, assuming it's not in a sub folder of the
bundle, try something like this:
if the environment is "m
Hi all,
I'm trying to play a sound in iOS.
My code:if the environment is "mobile" then
mobilePlaySoundOnChannel "mySnd.wav", "current", "now"
else play "mySnd.wav"
I've imported mySnd.wav to the stack and I've copied it to the "Non-stack
This horse being not quite dead, I will venture to flog it (gently).
I have been using 'the platform' forever too (and sometimes 'the environment'),
to do different things according to the platform I'm running on. I am greatly
admiring of the cross-platform capabilities of LC, and indeed have be
Have a look at the environment function in the dictionary... this function will
be your friend in the circumstances in which you find yourself... for example
on openCard
if environment() = "mobile" then
do it this way
end if
if environment() = "development" then
do it an
On 22/02/2012 07:37, Graham Samuel wrote:
Ken I AM using your code, and very grateful I am for it; but that doesn't stop
me being worried by RunRev apparently altering the engine to be slightly less
cross-platform than one might hope, and then not being very clear about it.
IMHO this is bad ne
Ken I AM using your code, and very grateful I am for it; but that doesn't stop
me being worried by RunRev apparently altering the engine to be slightly less
cross-platform than one might hope, and then not being very clear about it.
IMHO this is bad news for old dogs like me, and worse for peopl
On 21/02/2012 19:57, Graham Samuel wrote:
If you can point me at an explicit statement about this in the LC
documentation, I'd be grateful.
Well, you could argue the point about the documentation, or you could
look at the code that I put on my web server. And the relevant code is
just a few
Hi Mark
Sorry, it wasn't clear to me that embedded sounds are outlawed, only that if
one chooses to use an external sound file, one has to be more careful than in
playing sounds on other platforms. The documentation is not very clear on this
IMHO. For example, the LC Dictionary's section on "pl
Graham,
I think that's what both Ken and I tried to make clear to you. A _path_ means:
a path to an external file. That is the _only_ way to make it work. Also, this
external file _must_ be a sound file and not a stack with an embedded sound.
Embedded sounds don't work in iOS. This is explicitl
Thanks to Mark and Ken for interesting insights. I am beginning to think that
embedded sounds within stacks don't work in iOS, even if one does respect case
sensitivity. I am going to do some more tests, but basically I found that Ken's
method (using an external file) works for me, but despite b
On 20/02/2012 21:28, Graham Samuel wrote:
I haven't had much luck on my iOS iPad app with waiting until a sound is done
(RR have just said I found a bug), but ignoring this issue I can't get a really
simple 'play' statement to work. I have a button
play "Xylo.AIF"
Hi Graham,
I found it a bi
Graham,
The full path is not the full path to some sound object in a stack but the full
path to the file on disk. For example specialfolderpath("engine") & slash &
"sounds" & slash & "Xylo.aif"
I think that file paths on the iPhone are case sensitive. I'm not entirely sure
whether this also ap
I haven't had much luck on my iOS iPad app with waiting until a sound is done
(RR have just said I found a bug), but ignoring this issue I can't get a really
simple 'play' statement to work. I have a button
play "Xylo.AIF"
which works in the IDE but not in the simulator. In case it was a path p
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