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SoundLoopMorph
  category: Sound-Interface
  superclass: RectangleMorph
  subclasses:

No comment. Sorry.

instance methods
  as yet unclassified
  addCursorMorph
allowSubmorphExtraction
buildSound
extent:
initialize
play
stop
wantsDroppedMorph:event:

  playing
  controlRate
doControl
mixSampleCount:into:startingAt:leftVol:rightVol:
playSampleCount:into:startingAt:
positionCursor
reset
samplesRemaining
samplingRate
step
stepTime

class methods
  no messages
 

instance methods
  as yet unclassified top  
 

addCursorMorph


 

allowSubmorphExtraction


 

buildSound

Build a compound sound for the next iteration of the loop.


 

extent:


 

initialize


 

play

Play this sound to the sound ouput port in real time.


 

stop

Stop playing this sound.


 

wantsDroppedMorph:event:

Return true if the receiver wishes to accept the given morph, which is being dropped by a hand in response to the given event. Note that for a successful drop operation both parties need to agree. The symmetric check is done automatically via aMorph wantsToBeDroppedInto: self.


  playing top  
 

controlRate

Answer the number of control changes per second.


 

doControl


 

mixSampleCount:into:startingAt:leftVol:rightVol:

Repeatedly play my sounds.


 

playSampleCount:into:startingAt:

Mixes the next count samples of this sound into the given buffer starting at the given index, updating the receiver's control parameters at periodic intervals.


 

positionCursor


 

reset

Reset my internal state for a replay.


 

samplesRemaining


 

samplingRate

Answer the sampling rate in samples per second.


 

step

Do some periodic activity. Use startStepping/stopStepping to start and stop getting sent this message. The time between steps is specified by this morph's answer to the stepTime message. The generic version dispatches control to the player, if any. The nasty circumlocation about owner's transformation is necessitated by the flexing problem that the player remains in the properties dictionary both of the flex and the real morph. In the current architecture, only the top renderer's pointer to the player should actually be honored for the purpose of firing.


 

stepTime

Answer the desired time between steps in milliseconds. This default implementation requests that the 'step' method be called once every second.


class methods
  no messages top