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Thread: Sound Player

  1. #1
    Clicker Fusion 2.5 DeveloperSWF Export ModuleUnicode Add-on
    Looki's Avatar
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    Sound Player

    This extension allows you to play MMF's samples by their name - via expression. This allows you to create dynamic sound engines easily without having to use a completely different audio extension. Also, you can add sound files at runtime and assign custom names to them.

    The extension is flash compatible, however you are unable to add/delete sounds at runtime. Only playback is supported.

    http://clickteam.info/looki/Extensio...oundPlayer.zip

  2. #2
    Clicker Fusion 2.5 DeveloperSWF Export ModuleUnicode Add-on
    Looki's Avatar
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    Update: The Flash compatibility was improved and the 'get played sound channel' expression now works properly in Flash.

    http://clickteam.info/looki/Extensio...oundPlayer.zip

  3. #3
    Clicker Fusion 2.5Fusion 2.5 MaciOS Export ModuleInstall Creator Pro
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    Does anyone have a working download link for this?

  4. #4
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    Sound Player Extension

    Here you go.

    Marv
    Attached files Attached files
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

  5. #5
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    just started playing around with this awesome object in order to build my own sound engine for my game (since this enables loading sounds from files AND playing back from memory AND set specify frequency, panning, etc). It uses fusions own sound engine which is really nice but it seems to ignore locked channels? Locking a channel has no effect when playing a sound using the "auto select free channel" option (channel=0).

    Is this intentional or a bug?

  6. #6
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    Another thing, just noticed a huge problem with this object.

    If a sound player object is placed on a frame, the "play samples over frames" function will stop working for that frame. So when jumping to another frame, the sound will always stop (if there's a sound player object in the frame when leaving).

    I've tested this and it happens 100% of the time, does not seem to be any way around it.

    Note that this also happens with ALL sounds, also those played through the built-in Fusion sound object (should be as they use the same engine).

    My guess as to why this happens is because the sound player object seem to reinitialize the sound engine when it gets created and destroyed, which it has to be when jumping between frames.

    This makes it really hard to use music, as music is often played between frames.

    Looki, I don't know how active you are with extension development at the moment but is there any chance you could look into this? It's such a useful object and it would be a shame to not be able to use it!

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