![]() ![]() No the problem still persists, even on a fresh boot, closed down all processes I could, then maximised foobar, speed was fine for a minute, then slowed down to barely above zero. Just trying to cover all bases so the root of the problem can be found for you. If you don't have any SFX/music, look on itch.io for some free SFX To implement it in your game you need to use aySound('example. It lasts for a few seconds, then goes away. Yo I am also a student but I looked on the forums for help So basically, you need to get a recording of your sound and then put it in the sounds folder of your greenfoot project. Like if I replaygain 1 file, while playcount updates another. Background music also starts when it runs and continues as the game plays. See if that increases performance? Also, when trying to update two of the same files (or different ones) at the same time, I get slow down also. I have a subclass of world that is my start page and it switches to the game world (called 'MyWorld') when the user hits the space button. Try doing your operations with NOTHING running except the necessary files (AV, firewall etc) and foobar maximized. Sound files must be placed the sounds folder of your Greenfoot project to be used in the game. I have 1GB of ram, so shouldn't be a problem I don't think. Its possible the tags could be causing it - I re-encoded the tracks into mp3 using audacity / lame and in my particular case that seemed to solve it. Better is to create and keep a reference to a GreenfootSound object which you can control. Ive seen this issue before, I believe its a bug in the JLayer mp3 library Greenfoot uses rather than with Greenfoot itself, and to that end theres not an awful lot we can do about it. With that, however, you have no control over it - it will play until completed (unless you close the project outright). ![]() Just by using the method play, it will play just one time there is no need to stop or pause it. The simplest way is to use aySound ( / string filename of music file / ). ![]() Making a GreenfootSound object will allow the methods in its class to control the sound object. I don't know what the problem is, but it seems to happen randomly. I believe the Greenfoot method playSound causes the sound to be looped automatically and there is no control over that sound once it is started. would should happen is: If I click on the image it should change the image and start or stop the sound. My replaygain can get down to 0.00x speed, and sit there until I maximize foobar to get Firefox off the screen. Hi, I am trying to create a sound control. Quote from: Keikonium on 07:28:55 I have this same problem when I have Firefox on screen. I have eating.wav in my sounds directory, and it should play whenever my crab eats the worm. ![]()
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