[Etoys] sound player shutdown when initiating painting
Bert Freudenberg
bert at freudenbergs.de
Thu Nov 30 08:32:37 EST 2006
On Nov 30, 2006, at 14:15 , Scott Wallace wrote:
> I just noticed that playback of sound using the EventRecorder stops
> abruptly if the event-recording includes a painting session. Just
> before the paint palette appears on playback, sound playback simply
> stops.
>
> I've tracked this down to the recent addition of WorldStethoscope
> code, in which a "SoundPlayer shutDown" call was added to
> PasteUpMorph >> stopRunningAll.
>
> So it seems that either #stopRunningAll should be restored to its
> original functionality, which was to suspend all ticking scripts
> but not to mess with sound playback, or else we can change the get-
> ready-to-paint code so that it no longer calls #stopRunningAll, but
> instead calls some to-be-written method that does the original
> intended work of #stopRunningAll, but without the additional
> clobbering of sound.
>
> What do you think?
I guess this has to do with the addition of a generic sound slot in
players. There is a new "sound" category in tile viewers, which
allows to start and stop playing a sound of a specific frequency.
Very cool in my opinion, I used that for the sound project I sent
around.
Now, if you use that, those sounds would not stop automatically when
stopping scripts. They do not even stop when you delete the object,
which is a bug I think. So instead of shutting down SoundPlayer, one
might want to go through all scripted morphs and only stop their
sounds. Or modify the code to have a central registry of playing
sounds to avoid iterating through all players.
On a related note, we might think of a more general way to suspend
and resume sound. The activation/deactivation code in SugarLauncher
also shuts down SoundPlayer. Thus, if you switch activities while a
sound is playing, it will stop, and not automatically resume when
switching back. I have not found a method in SoundPlayer that would
allow this suspending without removing all active sounds.
In fact, I think we should use the same method on a project level -
when entering a project, resume playing all sounds as they were when
we left the project. Anyone wants to tackle this?
Another faintly related Todo item is the transparent saving of a
project - that is, export a project without user interaction, and
later resume where we were. We need that for the automatic saving in
the OLPC's journal. I wonder if ImageSegments would help here, I
would certainly hope so for speed reasons. But they would have too
work without saving the image itself.
- Bert -
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