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punchcard
- Posts: 19
- Joined: Mon Sep 28, 2015 5:41 am
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by punchcard » Mon Oct 26, 2015 5:53 pm
I am implementing multiple image changes (like a looping slide show) while waiting for an audio clip to finish. Initially I was doing this loop while checking for "wait until the sound is done with messages". However, it is quite possible I am mistaken, I found that the program was sluggish and not responsive. So, I changed to the following code for 10 second duration loops for the image changes, frequently checking for the sound to be finished (rather than using "wait until the sound is done with messages"). Does this make sense or is there an easier way to implement code while waiting for audio, while being very responsive to touch commands?
Code: Select all
on waitForAudio
repeat with t=0 to 200
wait 0.05 second with messages
if the sound = "done" then exit repeat
end repeat
end waitForAudio
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Klaus
- Posts: 14199
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by Klaus » Mon Oct 26, 2015 6:18 pm
punchcard wrote:...while being very responsive to touch commands?
Is this for mobile?
If yes, please ALWAYS note this fact, since that is a different world than the desktop stuff!
And we even habe dedicated forums for mobile development.
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punchcard
- Posts: 19
- Joined: Mon Sep 28, 2015 5:41 am
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by punchcard » Mon Oct 26, 2015 6:43 pm
Sorry, yes, it is for mobile...
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Simon
- VIP Livecode Opensource Backer

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by Simon » Mon Oct 26, 2015 6:56 pm
Hi punchcard,
I'd use soundFinishedOnChannel with mobilePlaySoundOnChannel.
Then use your image swap if it changes
Code: Select all
local tSound
on soundFinishedOnChannel pChannel, pSound
put false into tSound
end soundFinishedOnChannel
if tSound = true then
---do your image swapping
end if
Simon
I used to be a newbie but then I learned how to spell teh correctly and now I'm a noob!
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punchcard
- Posts: 19
- Joined: Mon Sep 28, 2015 5:41 am
Post
by punchcard » Tue Oct 27, 2015 2:22 pm
Thank you, Simon! I have tried mobilePlaySoundOnChannel, but, I believe I had trouble due to needing to also run a video(with audio) at the same time. Although I have only tested on an iOS simulator, I am able to do "play" audio while also having a video(with audio) play audio with my current code. Do you know if mobilePlaySoundOnChannel would possibly work with a concurrent video(with audio)?