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Lesson 20. Synchronizing with Digital Vi... > Synchronizing with a Voice-Over in a...

Synchronizing with a Voice-Over in a Movie

Now you will add and synchronize the second text animation. This headline appears from the bottom of the screen, moves up to the middle of the screen, and then immediately moves back off the bottom of the screen. This headline repeats a phrase that's used in the voice-over narration of the digital video, so you want to make sure it appears on the screen at the same time that the voice-over speaks those words.

Play the movie. When the voice-over begins to say, "At least on this side of the screen," click the Get Movie Time button.

Remember: To select a time, play the movie and click the button you created. To see the movie time, you must have the Message window open. For the example here, you should get a movie time of approximately 1180. That's when the narration begins, and that's when you'll begin the animation of the text onto the stage.

Select channel 4, frame 53, and then drag cast member 3 (which contains the headline "At least on this side of the screen") onto the stage. Adjust its duration so it spans frames 53 through 70.

The first text animation ends at frame 52. You don't want the two text animations to be on the screen at the same time, so you start working at frame 53. Like the duration you chose for the first text animation, the duration for this sprite is long enough to make the animation appear smooth. Your score should look like this:

Figure .

Select the entire sprite in channel 4and then set the ink to Background Transparent.

Position the text, centered, at the bottom of the stage so it's just off the screen.

Figure .

This represents the starting point of the first phase of the animation.

Click frame 70 of the sprite in channel 4.

This is the point where you want the text to reach the center of the screen.

Center the text in the middle of the stage, just below the digital video.

This takes care of getting the text onto the stage. Next you will reverse the sequence to move the text off the stage.

Figure .

Copy the sprite in channel 4. Click frame 71 and then paste.

Select the sprite in channel 4, frames 71 through 88. Then choose Modify > Reverse Sequence.

The text will now move onto the stage and then off again in the same way. Your score should look something like this:

Figure .

Extend the sprites in channels 1and 2 to frame 88.

You need to make sure the digital video (in channel 1) and the button for your development tool (channel 2) appear throughout the movie. The text animation in channel 3 is finished and does not need to be extended.

Select frame 52 in the behavior channel and move it to frame 88.

Remember: This is the go to the frame script you need at the end of the movie so the digital video plays through to the end. Your score should now look something like this:

Figure .

Now you'll set the synchronization time, as you did earlier, by adding a new script.

Double-click the behavior channel, frame 52, to open the Script window. Enter the script shown here:

global gQTChannel                     --Declare gQTChannel as a global variable.
                                      --It contains the channel number of the
                                      --digital video.

on exitFrame me
  if sprite (gQTChannel).movieTime < 1180 then go to the frame
                                      --If movieTime is less than 1180,
                                      --stay in this frame.


The first text animation finishes at frame 52. You now need to keep the playback head looping in frame 52 until it's time for the second text animation to start in frame 53. Therefore, you are writing a frame script to control the playback head. The script tells Director to keep looping in the current frame if the movieTime function returns a value that is less than 1180. When the movieTime function returns a value greater than 1180 (when the voice-over begins the words, "At least on this side of the screen"), the playback head continues to frame 53, and the second text animation begins.

If the Lingo commands get too long to fit on one line in the Script window, you must use a second line to complete your typing. You do this by inserting a special character, called a continuation symbol, to tell Director to ignore the Return and read the two lines as one. You enter the continuation symbol (\ ) by pressing Alt+Enter (Windows) or Option+Return (Macintosh) when you reach the end of a line. In the example here, you might type the exitFrame handler like this:

on exitFrame
 if sprite (gQTChannel).movieTime < 1180 \
    then go to the frame
                                               --If movieTime is less than 1180,
                                               --stay in this frame.



You may have noticed that there is no end if statement in the on exitFrame handler, even though the handler contains an if statement. If the entire if-then construct fits on a single line (or continued line), then an end if statement is not required.

Play the movie. Watch the playback head as the movie plays.

It works!

Figure .

Save your work.



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