Scripting the Play All situation
There are two ways to think about setting up a ‘play all’ situation. The first is to simply use a single track and place markers at the boundary of each clip, then use stories to hold one marker each. The play all button can then simply point to the track itself and all of the markers will play through (individual clips can be played by pointing the buttons at the [story] containers and setting the end jump of those to go back to a menu).
However, an alternative solution – especially if you already have your disc set up with clips in different tracks – is to use scripts.
If you do decide to script this there are lots of ways to do it. The first tutorial on the play all scripting takes a simple approach and uses a lot of very short scripts. You can see the logic behind the navigation far more easily this way, but it is not as elegant as it could be. If you are new to this, then I definitely recommend having a look at that article.
If you are somewhat more advanced, perhaps you’d like to try the scripted solution that uses only three scripts – one for the button targets, one for the end jumps and a final one for the menu calls. This solution makes use of SPRM8 to remember the button that you came from and attempts to intelligently use a GPRM to direct playback if you are in a play all situation. Returning to the menu makes use of a GPRM based button jump so that you land back on the button you left the menu from.
Sound complicated? It really isn’t too bad! You can download the files from here and read the tutorial that goes with them here.
Leave a reply.
You must be logged in
log in
