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Thread: Order of "play sample" and "set sample volume".

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    Clicker Multimedia Fusion 2 DeveloperiOS Export Module
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    Order of "play sample" and "set sample volume".

    * The volume of a sample can not be set before it's playing.

    So I wonder, can I know for sure that a fragment of the sample has not already played when the volume is finally changed? Does MMF2 instantly begin to play the sample once the "play sample" action is triggered, does it wait for the whole event to finish, or does it wait for the whole frame to finish? The frame would definitely be the best answer, so I don't have to set the volume in the same condition as the one which triggered the sound. After all, even 1 or 2 sample points of the wrong volume will result in a pop, so there's no time for the slightest delay, not even 1/44100 of a second.

    I'd feel more comfortable if I could set the volume before playing the sound, or as a parameter in the very same action that triggered the sound.

    I've encountered at least two extensions which clearly had a problem with this, I just want to make sure there's no risk that MMF2 will do this wrong...

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    Re: Order of "play sample" and "set sample volume".

    The sound starts immediately.

    I think you can set the volume of a channel before playing a sound on that channel.

    Yves.

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    Re: Order of "play sample" and "set sample volume"

    That is not good news though. I'll have to do manual voice allocation for the entire game, which is not quite an easy task considering that I must also keep track of which sample is playing on which channel to adjust the correct channel volume <img src="/center/images/graemlins/frown.gif" alt="" />

    Being able to alter the volume of a sound, sort of defeats it's purpose if it can not be triggered with that volume from the beginning. I can not add silence to the beginning of the sounds either, because they loop <img src="/center/images/graemlins/frown.gif" alt="" />

    Specify volume -&gt; play sound, is always the logical order. I guess I should not really complain though - I've just been into sound and music for so many years, and seen the mistakes been done before.

    Is there any chance that you can change it, so sounds are triggered on the end of each frame, and if a volume was specified, it begins with that volume from the very first sample point? Alternatively, you could go for the most obvious solution - specifying a sample volume can be done before the sample actually starts to play.

    I wouldn't mind if someone did a new sound extension, with the features of directsound 2, but without the bugs related to it's sound quality.

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    Clickteam Clickteam

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    Re: Order of "play sample" and "set sample volume"

    I'll take a look, but I'm not sure if it's easy to do given the way the sounds are currently implemented.

    Yves.

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