User Guide

pausedAtStart (RealMedia, Windows Media) 917
pausedAtStart (RealMedia, Windows Media)
Usage
-- Lingo syntax
memberOrSpriteObjRef.pausedAtStart
// JavaScript syntax
memberOrSpriteObjRef.pausedAtStart;
Description
RealMedia and Windows Media sprite or cast member property; allows you to get or set whether
a RealMedia or Windows Media stream on the Stage automatically begins to play when buffering
is complete (
FALSE or 0) or remains paused (TRUE or 1). Read/write.
This property can be set to an expression that evaluates to
TRUE or FALSE. Integer values other
than 1 or 0 are treated as
TRUE. The default setting for this property is FALSE. You can set this
property to
TRUE by selecting Paused in the graphical view of the Property inspector.
If this property is set to
FALSE, the user must click the Play button in the RealMedia or Windows
Media viewer (or a button you have created for this purpose in your movie), or you must call the
play() method to play the sprite when buffering is complete.
This property only affects score-based playback and does not affect playback in the RealMedia or
Windows Media viewer.
Example
The following examples show that the pausedAtStart property of sprite 2 and the cast member
Real is set to
FALSE, which means that the RealMedia stream will automatically begin to play
once buffering is complete.
-- Lingo syntax
put(sprite(2).pausedAtStart) -- 0
put(member("Real").pausedAtStart) -- 0
// JavaScript syntax
put(sprite(2).pausedAtStart); // 0
put(member("Real").pausedAtStart); // 0
The following examples set the pausedAtStart property for sprite 2 and the cast member Real
to TRUE, which means the RealMedia stream will not begin to play unless the play command
is called.
-- Lingo syntax
sprite(2).pausedAtStart = TRUE
member("Real").pausedAtStart = TRUE
// JavaScript syntax
sprite(2).pausedAtStart = 1;
member("Real").pausedAtStart = 1;