Now "stop all sounds" only stop scene+sceneSprites sounds But stage sounds continue their sounds
new block like
stop sounds
(this scene)
(this sprite)
(all)
(recording1)
(recording2)
yeah, it's per scene, not global global.
Wait, sounds can continue after you switch scenes? You learn something every day.
The scene continues running (that's why there's an option to "stop all scenes" in the stop block), so you can put background music in a scene, and if it's in a forever loop, it keeps playing, it won't stop when it gets to the end of the sound.
Huh. All this time I've been imagining that the use case for scenes was a project too big to fit in the browser all at once, even though Jens also talked about collaboratively written projects as a use case. If two scenes coexist, why do we have to restrict the data attached to messages to types that are easy to serialize? That is, why do we have to serialize the data at all?
Huh? That's just not true. When you switch to another scene sounds keep playing until they're done for technical reasons (they're sort of running in a thread of their own in the browser), but all processes of the abandoned scene are suspended. Therefore no forever
loops remain active, and no sounds will be played again.
Uh?
Oh, yeah. Honestly I was just making an assumption based on the "stop all scenes" and the fact that sounds keep playing.
Also, why can't you just make the sounds stop playing when you switch scenes?
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