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how do you stop a sequence of sounds created with the Sound command?
#17
(08-05-2022, 04:47 PM)Pete Wrote:
(08-05-2022, 02:42 PM)bplus Wrote: But I think you CAN control how long Sounds are made, so don't make next sound until ready for it, be a clock watcher.

I hate to be a clock blocker... Ah, let me rephrase that....

Okay, there are two different conditions to be considered here, sound you can code appropriately to finish at a given elapsed time, and sound that needs to be shut off at a random time or upon a user controlled event. The later appears to be the condition being addressed in this thread, so timing the sound wouldn't be a solution.

Another funny Mickey Mouse Windows solution would be to have the event use a _SENDKEY routine in Windows API to emulate a function F1 key input, which would MUTE the speakers! Of course you you had to get the speakers back on for the next event before the buffer emptied, you'd still b screwed. That's why I was hoping Spriggsy might have an API solution that would clear the buffer. Still, that would not address the same problem in Mac or Linux.

If this wasn't very complicated, I'm pretty sure Galleon, Fill, or luke would have tackled it years ago. High complexity low priority... well, low priority until it's your program that needs it, that is.

Pete

Edit: > "Sound is very old and primitive like Screen 0." Them's fightin' words, varmint!

Thanks for spinning your wheels on this! 
The problem is that I would just want to stop the specific sound created by the SOUND command, with other currently playing sounds (done with _SndPlay) still audible. 
A fun little puzzle to puzzle over, eh?
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Messages In This Thread
RE: how do you stop a sequence of sounds created with the Sound command? - by madscijr - 08-05-2022, 07:23 PM

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