![](https://secure.gravatar.com/avatar/eb00b5e0f7c6628d7eec28814a88c132.jpg?s=120&d=mm&r=g)
Seems like the main script could signal an event when it is done (as
opposed to going into an infinite loop).
You could make a shared class that has a static Event member.
e.g.
*Shared.ck*
--------------
public class Shared {
static Event @ event;
}
new Event @=> Shared.event;
--------------
*main.ck http://main.ck*
-----------
// send audio to dac
Shared.event.signal();
-----------
*rec.ck http://rec.ck*
--------
// record audio from dac
Shared.event => now;
--------
Then you just have to load Shared.ck before the other two scripts.
Hope that helps!
Brian
On Thu, Jan 23, 2014 at 2:45 PM, Leonard Ritter
Hi there,
I wrote this to Ge Wang on Twitter before but he's not been there since October, so I thought I'd better write here.
I've used ChucK a few years ago and had quite some fun with it. I would like to use it as part of the game we are currently developing. The goal is to allow sounds to be customized to individual installations of the game, where they would then be played back by OpenAL to provide for positional 3D audio.
As part of my prototyping, I wanted to write a simple Python script that is able to batch convert a stack of ck files to WAV, ideally sample precise (no leading or trailing silence).
I thought that rec.ck would be perfect for achieving that but it seems I can't figure out a way to have recording end precisely when the main script is done playing, instead of recording indefinitely and waiting for abortion via the Ctrl+C key.
Is there such a method? I'd be very thankful for advice.
Cheers, Leonard -- Leonard und Sylvia Ritter, Duangle, GbR
Ritter Altpieschen 9, 01127 Dresden
Leonard.Ritter@duangle.com
www.duangle.com Geschäftsführung: Sylvia Ritter, Leonard Ritter _______________________________________________ chuck-users mailing list chuck-users@lists.cs.princeton.edu https://lists.cs.princeton.edu/mailman/listinfo/chuck-users