Your base
image movie:
is part of the
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. Unfortunately for you, ATL only controls images, not sounds.
As I see it, your problem is the
repeat
. Without that, you could do something like this:
Python:
image movie1:
"image1"
0.009
"image2"
0.009
image movie2:
"image3"
0.009
"image4"
0.009
image movie2:
"image5"
0.009
# blah, blah, code.
scene movie1
play sound "sound.ogg"
scene movie2
play sound "sound2.ogg"
scene movie3
You might be able to build the whole thing as a
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and have some sort of timer that played the sounds. But I suspect that would get out of sync very quickly. My thinking is that by using a
screen:
, where the sound and image are both looping, the screen code still allows for the game to recognize when the player uses the mouse in order to click to advance.
Alternatively, you could merge the sound1.ogg and sound2.ogg together with very specific length silences into a single sound file that is played on repeat at the same time the
image movie
is shown on screen. Though again, there is no guarantee they would remain in sync.
Python:
# blah, blah, code.
scene movie
play sound "sound.ogg" loop
"Some dialogue"
"Some more dialogue"
stop sound
scene black
While I'm not sure it's the right answer, my 2nd solution is probably what I would test before resorting to creating a simple movie file. Honestly, I'd probably be moving straight to the video solution, rather than spending time testing something I didn't have much faith in.
This is not an area I'm particularly strong in. So perhaps someone else will come up with a better answer. Good luck.