Ask a Question related to Macromedia Director Lingo, Design and Development.
-
Richard #1
UNDOCUMENTED LINGO (was:Is it posible to modifiy a sound pitch?)
Hi,
I just read the message below which was about some hidden feature (pitching
sound in Director) that I never knew of. This is not the first time I
encountered handy lingo that wasn't documented and that remained hidden in
Director(probably since it's experimental lingo and might not work
everywhere). Does anyone know of an online website/archive where one can
find undocumented lingo + examples?
Thanks
Richard
-------------------following message is about hidden audio lingo
command is undocumented as far as I know, and I dont know exactly how to> Cool, so it can be done within Director (at least with MX). Anyway, the
find it. The only instance I've found of it is in the Message window's
commands list. Any tip for using it?rateShift, like you say. Strange.>
> Thanks.
>
> Arthur.
>
> Hi Arthur,
>
> I just searched the MX Lingo Dictionary and the MX HTML Help: no doc onin 8.5, and now it's undocumented in MX.>
> Anyway, it was introduced and undocumented in 8, documented, if I recall,normal.>
> But it works fine.
>
> sound(3).play([#member: member("dowop"), #rateShift: 10])
>
> will play member("dowop") in channel 3, and play it 10 semitones abovepitch in a similar way. You can also use values like 1.32 for rateShift,>
> 12 semitones is an octave. So
>
> sound(3).play([#member: member("dowop"), #rateShift: 12])
>
> will play it one octave higher. Negative values for rateShift lower the
which would raise the pitch by 1.32 semitones.general,>
> Changing the rateshift changes the duration of the sound.
>
> Raising the pitch by one octave shortens the duration by a factor of 2. Insound.> newDuration = normalDuration * power(2, rateShift/(-12))
>
> member("dowop").duration tells you the duration in milliseconds of a>
> Dats da dope on da ting, Arthur.
>
Richard Guest
-
undocumented lingo ShowNormals
i found informations on http://www.director3d.de/ about undocumented inverse kinematics features. in the same article i found this list of ... -
Is it posible to modifiy a sound pitch?
I'm considering the posibility of modifying the pitch ( frequency ) of a sound within a Director aplication to simulate the effects of diferent spin... -
Xtra to report the pitch of a sound
Hi, I use Audio Xtra to record the user's speech: now I need to know the pitch of the voice at a given millisecond of the recorded sound file. ... -
Sound & Lingo Problems
Hello, I'm using Director MX and am having a couple of problems using Lingo's sound properties. My first probelm is that I'm trying to loop an... -
Undocumented Lingo
Hi All, Can anyone kindly tell me some web sites where I can learn more about the undocumented lingo commands in Director? In one of my earlier... -
Richie Bisset #2
Re: UNDOCUMENTED LINGO (was:Is it posible to modifiy a sound pitch?)
[url]http://www.director3d.de/[/url]
ha ssome interesting bits of undocumented lingo.
On Wed, 3 Dec 2003 09:55:28 +0100, "Richard" <info@soundsupport.net>
wrote:
>Hi,
>
>I just read the message below which was about some hidden feature (pitching
>sound in Director) that I never knew of. This is not the first time I
>encountered handy lingo that wasn't documented and that remained hidden in
>Director(probably since it's experimental lingo and might not work
>everywhere). Does anyone know of an online website/archive where one can
>find undocumented lingo + examples?
>
>Thanks
>
>Richard
>
>
>-------------------following message is about hidden audio lingo
>
>
>
>>command is undocumented as far as I know, and I dont know exactly how to>> Cool, so it can be done within Director (at least with MX). Anyway, the
>find it. The only instance I've found of it is in the Message window's
>commands list. Any tip for using it?>rateShift, like you say. Strange.>>
>> Thanks.
>>
>> Arthur.
>>
>> Hi Arthur,
>>
>> I just searched the MX Lingo Dictionary and the MX HTML Help: no doc on>in 8.5, and now it's undocumented in MX.>>
>> Anyway, it was introduced and undocumented in 8, documented, if I recall,>normal.>>
>> But it works fine.
>>
>> sound(3).play([#member: member("dowop"), #rateShift: 10])
>>
>> will play member("dowop") in channel 3, and play it 10 semitones above>pitch in a similar way. You can also use values like 1.32 for rateShift,>>
>> 12 semitones is an octave. So
>>
>> sound(3).play([#member: member("dowop"), #rateShift: 12])
>>
>> will play it one octave higher. Negative values for rateShift lower the
>which would raise the pitch by 1.32 semitones.>general,>>
>> Changing the rateshift changes the duration of the sound.
>>
>> Raising the pitch by one octave shortens the duration by a factor of 2. In>sound.>> newDuration = normalDuration * power(2, rateShift/(-12))
>>
>> member("dowop").duration tells you the duration in milliseconds of a>>>
>> Dats da dope on da ting, Arthur.
>>Richie Bisset Guest



Reply With Quote

