play makAll work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All HBAM2016AUG95 Pro 3.0 All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dullCopyright 1984-1996 Claris Corporation and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. HBAM3016AUG95@ Pro 3.0F! Sunday Monday Tuesday Wednesday Thursday Friday Saturday January February March April August September October November December 1st Quarter 2nd Quarter 3rd Quarter 4th Quarter 1/26/976 Helvetica Geneva ABOUT EMAIL ADDRESS SOUND SOUND NAME SOUND NUMBER THE INSTRUCTIONS WEB SITE AboutB Web SiteB Email AddressB The InstructionsB SoundB Sound NumberB d learn. This tutorial will help you learn how to incorporate sound into the interface. What's the problem? With FMP 2.1, this technique was possible. One could, via lookups, incorparate sound into the interface. However, if one wanted more than one sound to be used, each sound had to be looked up and copied into a sound field. This made ofr overly large and slow files if one had too many sounds. What's the solution? Under FMP 3, we can use a relational About this file... A]Contributor: John Krische Business: Krische Database Systems Email: """""" """""" """""" """""" """""" """""" """""" 5Would you like to contribute your unique tip, trick or twist on something cool that can be done with FileMaker? Send email to us requesting our BONUS file template and then send your masterpiece. We ll make sure that you get the credit you deserve as well as the exposure to many thousands of FileMaker users! UUUUUU UUUUUU UUUUUU Multi-Sound... Point and Beep?Y The example... click here[ Instructions:he user should do to test this file out. Remember, this is likely the first place a user will go so don wwwwww UUUUUU DDDDDD """""" ~ffff ffffff ffff33 ff33ff ff3333 33ffff 33ff33 333333 ~ffff ffffff ffff33 ff33ff ff3333 33ffff 33ff33 333333 GURLGURL Copy Email Address Helvetica Geneva Times Monaco silly sound 1 7B0Patrick Stewart Simpson's episode - Stonecutters silly sound 2 Homer's Fat Episode silly sound 3 Animaniacs Mindy to Lady author's greeting Author's Greetings http://www.iso-ezine.com/C iso@iso-ezine.com This is where there will be different problems for different platforms. That is, I will shortly describe the process for getting a sound into a field on a Mac, but I do not know how this is accomplished under the IBM system. Consult your manual for instructions on how to do this. On a Mac, you can get a sound into a field by following these simple steps: 1. Put the sound file you like into your system suitcase. 2. Open your sound library database and switch back to the Finder. Start StartB wwwwww UUUUUU DDDDDD """""" 'RPTH FPTHA'Macintosh HD:Desktop Folder:SndArch.fp3 MSPCA NAMEA SndArch.fp3 RPTHA SndArch.fp3 alisA Macintosh HD SndArch.fp3 FMP3FMP3 Desktop Folder 'Macintosh HD:Desktop Folder:SndArch.fp3 FMRLA FMRLA Sound Number MatcherB Sound Name Matcher Examples PageB Visit ISO Web Site ~ffff ffffff ffff33 ff33ff ff3333 33ffff 33ff33 333333 wwwwww UUUUUU DDDDDD """""" simple click 3 Click 3 error beep 1 Han Solo alert error beep 2 C-3PO Alert error beep 3 Homer Simpson - Doh! isode silly sound 1 silly sound 2 silly sound 3 author's greeting simple click 1 Helvetica Geneva Times Monaco you are already there) Bonus Goodies: Note the calculated messages to guide the us Helvetica Geneva Times Monaco speed. Unless you are running on a machine faster than 120MHz (on a PPC 604 or Pentium, or roughly 132Mhz on a PPC 603e), there will be a noticeable delay between pressing the button and hearing the sound. On machines rated 150Mhz or faster, this delay is so minimal that it will hardly be noticed. To you boys and girls lucky enough to be on 225MHz Power Tower Pro's (PPC 604e), well, you'll have the easiest time of all, naturally. - End - Homer Simpson - Doh! Lady episode - Stonecuttersriate sub-type (Number or Text for Number or Name, respectively). Within the master file, create a relationship to the sound library file. This relationship should be defined as matching Sound Name to ::Sound Name (in SndLib) or Sound Number to ::Sound Number (also in SndLib). For ease of referen Sound NameB What you should learn. This tutorial will help you learn how to incorporate sound into the interface. What's the problem? With FMP 2.1, this technique was possible. One could, via lookups, incorporate sound into the interface. However, if one wanted more than one sound to be used, each sound had to be looked up and copied into a sound field. This made for overly large and slow files if one had too many sounds. What's the solution? Under FMP 3, we can use a relational database to incorporate an almost unlimited number of sounds into an interface. This means that different buttons can have different clicks, whoops, and whirs without your database getting large. All your sounds can be kept in one sound library database, allowing all of your other databases to relate to it and use these sound techniques. Bonus Goodies: On the examples page are samples of a variety of different sounds you might like to put in a database, as clicks, error beeps, or staC!rtup/shutdown sounds. - END - m suitcase. 2. Open your sound library database and switch back to the Finder. 3. Open your Sound, or Monitors & Sound control panel, and make sure you are on the Alert Sounds dialog. 4. For each sound you wish t Click 1 simple click 2 Click 2 error beep 1 error beep 2 error beep 3 silly sound 1 silly sound 2 silly sound 3 author's greeting Instruction Page Examples Page Instruction PageB , perhaps even call up a Show Message step that asks for confirmation of your choice. This alert sound could also be called whenever a script error has been found, such as a script which checks to see if the current record count is equal to or less than 50. Should the current set contain more than 50 records, you could call an alert sound of your choice. What has been gained? Now you can have a different click for each button, as many alert sounds as you like, even make e very single part of your layout make noise when clicked, all with one sound field and no redundant data. This means that you gain all these benefits while the the master file experiences no file size growth as a result of the sounds themselves. This also means that all your databases can have these sounds, and none of them will experience file growth as a result of the sounds - only the sound library itself ever grows. What has been lost? The only disadvantage to this technique is s the appropriate actions. At the top of this script definition, place the instruction : Perform script [(appropriate clicker)] ...where "(appropriate clicker)" is the name of the script which performs the sound call you wish to use. For example, let's say I have sounds and scripts for 3 different clicks. I decide I like Click #2 the most for use as the main click of all my buttons. So, for each button's script, I will have the first instruction set at: Perform script (clicker #2) ...and then the script would go on to perform the appropriate actions for that buttons, such as printing or sorting or what have you. As another example, suppose that I've decided that all my "dangerous buttons" (quits, omits, or deletions) will get a click and a warning sound in sequence. So, my first two script steps will be, for each "dangerous button's" script: Perform script [clicker #2] Perform script [Red Alert Klaxon sounder] Each script would then go one to do its work uare. Send them to the back and lock them, you won't need them anymore. This is where it gets fun. For each sound you intend to use, create a script that performs the following: 1. Paste literal [field=Sound Number, contents = (sound's number)] (or go to Sound Name and paste the sound's name.) Don't literally type "(sound's number)"...subsititute for this the number of the sound you want to use. It may help you to have a printed list of the Sound Library's contents - this is where Name and Number correspondence comes in handy. 2. Go to field [Select/Play, "::Sound" 3. Go to field [] (empty definition - deselects the sound field) Again, do this for each sound you wish to use. You will probably not want these "clicker" scripts to show up in the script list, although during the creation and implementation process, it's ok to leave them in. Here's the final steps. for each action that is to have sound, usually a button's click, create a script that perform ce, call them Sound Name Matcher and Sound Number Matcher. This tutorial file contains a relationship based on both variants. Whichever way you decide to go, note that both relationships should allow neither related record creation nor related record deletion - this must be a read-only relationship or the master file will gain a sound when you use the sound library (file growth), and the sound library may lose sounds when you delete records in the master file. For each layout that is to have sound, place the sound field on the layout. This should be done by using the appropriate relationship (either Sound Number Matcher or Sound Namer Matcher) and either the name or number field, whichever route you wish to go (I usually choose numbers because i can guarantee their unique values). On the layout, the Sound field will appear as "::Sound". Remove their field names, move the fields to the left side of the screen, and use the Size palette to define each as a one-pixel sq 3. Open your Sound, or Monitors & Sound control panel, and make sure you are on the Alert Sounds dialog. 4. For each sound you wish to bring into FM, click once on the sound's name in the control panel and Copy it (Command-C). Then switch to the database and paste into the Sound Field. Be sure your aren't pasting multiple sounds into the same record! (with only one sound field per record). That's it for bringing a sound into FileMaker. Now, let's put these sounds to use. The master file, the database you wish to enhance with sound, must contain either a Global Sound Number or Sound Name field. Whichever you choose, make sure it's a Global field and of the appropriate sub-type (Number or Text for Number or Name, respectively). Within the master file, create a relationship to the sound library file. This relationship should be defined as matching Sound Name to ::Sound Name (in SndLib) or Sound Number to ::Sound Number (also in SndLib). For ease of referen startup sound Go to Examples Go to Instructions silly sound 3N Animaniacs Mindy to Lady |The Simple Clicks and Error Beeps use the Sound Number process, while the Sillyness buttons use the Sound Names. Names have the advantage of being more descriptive, but they are also longer to type when setting up your scripts, and there is no guarantee of their uniqueness. If you have two sounds of the same name, you could have some strange noises coming out of your computer. Click this "Bonus File" button for a greeting from the author. This sound compiled via Kaboom! Factory modifications of author's voice mixed with Information Society's "Closing In," from the Compact Disc CAT Compilation II. each of these sounds in via lookups, or into 10 separate field sets, this tutorial file would be much larger.r Simple Click #1s Simple Click #2t Simple Click #3u Error Beep Error Beep Error Beep General Sillyness #1y General Sillyness #2z General Sillyness #3 Visit ISO Web Site Copy Email Address simple click 1 simple click 2 simple click 3 error beep 1 error beep 2 error beep 3 silly sound 1 silly sound 2 silly sound 3 author's greeting startup sound Go to Examples Go to Instructions silly sound 3N Visit ISO Web Site A]Contributor: John Krische Business: Krische Database Systems Email: """""" """""" """""" """""" """""" """""" """""" Multi-Sound... Point and Beep?Y The instructions... click herel Here are the sound field, the number field, and the name field. I have left them visible so you can see the process at work. Ordinarily, you would hide the fields with the size palette so as not to cause distracting actions on the screen. / on the screen. / on the screen. / on the screen. /n the screen. /n the screen. /n the screen. /tions on the screen. /tions on the screen. /tions on the screen. /ons... click hereeMaker users! UUUUUU UUUUUU UUUUUU Multi-Sound... Point and Beep? Note that all 10 of these sounds use only one sound name, number, and container field. Had I pasted each of these sounds in via lookups, or into 10 separate field sets, this tutorial file would be much larger.r Simple Click #1s Simple Click #2t Simple Click #3u Error Beep Error Beep Error Beep General Sillyness #1y General Sillyness #2z General Sillyness #3