Andrea Viarengo wrote:
> Hi Aidan,
>
> Running Lua code immediately after a certain sound stops playing.
>
>
> I think that adding this possibility can be very useful!
>
> It would be useful also if someone would to concatenate different sounds
> (when finish one, then start another).
> For example, some time ago I tried to add voice messages, and I didn't
> want to record a sound for each message,
> but I wanted to compose the message using a dictionary of words...(like
> TomTom do....)
> So the message "the door is closed" was composed by 4 sounds played in
> sequence "the" "door" "is" "closed",
> but this is difficult with actual pipmak sound APIs.
>
> One possible implementation could be adding the method "onsoundstop"
>
> mysound = sound "mysound.ogg"
> mysound:onsoundstop (
> function ()
> ....
> end
> )
>
> Another implementation:
>
> onsoundstop( function(sound)
> if sound:getfilename() == "sound1.ogg" then ..... end
> if sound:getfilename() == "sound2.ogg" then ..... end
> end
> )
>
> offcourse adding also the method getfilename()
I like the first one. No idea where to start with putting this in Pipmak
though. It would probably be pretty simple once I get started.
> 2.
> Problem: Restoring engine settings from variables in the state table
> (specific
> to a particular Pipmak project file).
>
>
> I think that the simple way should be add the possibility to read/write
> text file....I asked to add this to Pipmak some time ago,
> but Christian have an hard position about that.....
> Off course, if you really want, you can use lua loadlib function and
> write a DLL or SO lib file to add file read/write API.
> I have already writen a DLL to do this (sorry just for Windows....), if
> you need it I can send you.
I don't need an IO API, I just need a way of triggering the execution of Lua
code when the user opens a saved game for that particular project file.
>
>
> Bye,
>
> Andrea
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