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NigeC- 10-28-2007
how to get sound online
I think a few people have kinda dismissed Lassie AS because of the online sound issues, but it isn't hard to get around the problem. in this short example , you get a sequence on room enter, speech on actions on the burning torch and ambient sound, sorry for the voice, i don't have a mic for speech, I made a three layer FLA, script, frames, sound, 10x10 in size in the sound layer i have 5 key frames, the first blank, then the responses sounds in the next 4 frames the frame layer has 5 keyframes labeled frame 1-5 the script layer spans all 5 frames with the AS stop(); save it and publish and stick it in your room's folder add it into your game as usual and create a sprite for the sound in the given room and set up the MEM create five phases for each frame in the swf add you text speech as usual then in TIMes add the speech sprites details and the phase number ie: changePhase('this', 'voice', 4) playDia() changePhase('this', 'voice', 1) you need to the phase back to the blank frame the sequence dialog just calls the second frame in the swf, the drip is another single frame swf as a sprite you could do swf's for each sprites responses or a big one, that could get complicated!

bigmac- 10-29-2007

I've been considering this concept as the best alternative for speech in LassieAS. Now, using a phased sprite to generate dialogue is a LOT of work and overhead data, and is unnecessary for the simple job of playing a frame sound. So, in time I may link the dialogue engine into a sound SWF for each room. You'd publish it with one even sound per frame and give the frames labels of the sound IDs. Then instead of the engine loading sounds, it would just push to that frame of the sound timeline.

NigeC- 10-29-2007

yeah.. i realize its a bit like cracking a walnut with a sledge hammer, but hey, you know me i'm very gash at times (gash= northern uk term for rough and ready) :wink:

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