On 22/06/2014 at 16:50, xxxxxxxx wrote:
I'm having troubles with it too.
What I did was:
- Created a custom method that creates a sound track and loads a .wav file into it ( called addSoundTrack())
- Created a class member Bool type variable called "addTrack"
- In the object plugin's Message() method. In a MSG_MULTI_RENDERNOTIFACTION case. I look for a sound track on the active object. And if there isn't one. I set addTrack = TRUE; else FALSE;
- In the object plugin's GetVirtualObjects() method. I do this:
if(addTrack) addSoundTrack();
All the class member variable does is makes sure that the call to addSoundTrack() only executes once. And not repeatedly.
What I'm getting when I hit render is a new sound track is created properly.
And the file name is there in the "Sound" attribute too. That's also correct.
However... The actual sound does not get loaded into the timeline.
This is the same exact problem that we've had with Python.
But in Python we get this result even when using a CommandData plugin.
So I guess what we need is for Maxon support to tell us why this sound code stuff does not load the sound file into the timeline for ObjectData plugins. While it does work when being loaded with a Command Data plugin.
There must be some condition or requirement that it needs that is not being met. That gets met from CommandData plugins.
-ScottA