Trigger points on audio

Jun 23, 2015

Is there a way to trigger events at different points in an audio file?

7 Replies
Allen Moore

I created my own idependent timer:

On the master slide - created several 0.25 second silent audio files named Flasher 1, Flasher 2, etc.

Created variables named Start_Flasher and Flasher_On initially false.

First audio file is triggered when Start_Flasher is set to true.

Completion of one audio file triggers the next audio file until they have all played.

At completion of the last audio file, Start_Flasher and Flasher_On are set to false.

At the completion of odd numbered audio files, Flasher_On is set to true, and at completion of the even numbered audio files, Flasher_On is set to false.

Events can be triggered when Flasher_On  changes.

Audio files can be of variying lengths.

Since multiple audio files can be played at once, multiple timers can run simultaneously.

 

 

Ashley Terwilliger-Pollard

Hi Allen, 

I'm glad you were able to figure out a method that works for you as there isn't a way to have Storyline read cue points from your audio file to cause actions to occur on the slide itself. If you're able to share an example of your .story file here that may be a great item for other users who stumble upon this thread. 

Allen Moore

I've refined the process even further, to using only two audio files.

Initially the first file is triggered by Start_Flasher being set to true.

Then, as each file completes, it triggers the other file.

I have another variable , Stepper, that increments by 1 each time the second file completes.

The number of evolutions is governed by setting a limit to the value of Stepper.

I use this particular arrangement to add a "Blinking" function to objects.

A single silent file can be used as a timer.

I am on contract.  Before I can post anything, I will have to find out what my client says about it.

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