Sound Item Play Modifiers
Play Modifiers group
Each Sound Item has the following optional
Play Modifiers
attributes. These apply in both regular play or sequence play mode.
Setting Play Modifiers
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Loop Play - If the Loop Play checkbox is checked, when a sound is played it will play in a continous loop until the Stop button is clicked. This will effectively interrupt sequence play. Delay and Multiple Play attributes are disabled when loop is used.
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Preemptive - When checked, Play causes all other playing sounds to suspend until this sound ends. (useful for injecting announcements into a music program). In the Options dialog, you can cause all Preemptive plays to have a standard Pre and Post Delay.
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Pre-Delay - When checked, adds a delay BEFORE the sound begins playing. Click the Pre-Delay Time Edit button to set the delay time in minutes, seconds and milli-seconds (thousandths of a second, 100 milli-seconds equals one tenth of a second). Delays are useful for separating sounds for Multiple Play or when automating sounds.
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Post-Delay - When checked, adds a delay AFTER the sound finishes playing. Click the Post-Delay Time Edit button to set the delay time.
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Multiple Play - If the Multiple checkbox is checked, the sound play will repeat the specified number of times. Example, a two (2) implies play it twice.
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Restore original volume on replay - When checked, each time the sound is replayed with Multi-Play, the volume is reset to the original Sound Item volume. Useful if Fade markers change the volume during play.
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Use DirectX
- Indicates that the DirectX audio driver should be used when playing this Sound Item. When unchecked, the Media Player driver is used. Only available for Wav files.
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Output Group
- Sets Output Group which determines which device channel(s) the Sound Item plays on. An Output Group can contain multiple devices.
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Loop Seamless
- Plays the Sound Item in a loop using DirectX. Overrides the basic Loop function above and is often a tighter loop. The Pre-Delay happens once before entering the play loop. Once sound looping starts, no further delays are used.
Figure 1. Sound Item Attributes