I want to load a new URL (which is in a array), everytime I press the button. I have the following code to do so:
public function selectRadio(radio:Radio):void {
var soundR:Sound = new Sound();
if(!playing) {
soundR.load(new URLRequest(radio.getURL()));
soundChannel = soundR.play();
playing = true;
}
else{
soundChannel.stop();
playing = false;
}
trace("You are now listening to " + radio.getTitle());
}
But it gives me this error:
"implicit coercion of a value of type flash.net:URLRequest to an unrelated type string"
It works if I just leave it like this:
soundR.load(radio.getURL());
But if i do so, I can only press play and stop 4 times. After the fourth there is no sound, like it can't load the URL.
Is it possible to fix this?
Radio.getURL() should return a string instead of a URLRequest?
Ah nevermind I see you tried avoiding that by removing URLRequest, but you are having problems with only 4 connections.
In all but the simplest cases, your application should pay attention to the sound’s loading progress and watch for errors during loading. For example, if the click sound is fairly large, it might not be completely loaded by the time the user clicks the button that triggers the sound. Trying to play an unloaded sound could cause a run-time error. It’s safer to wait for the sound to load completely before letting users take actions that might start sounds playing.
http://help.adobe.com/en_US/as3/dev/WS5b3ccc516d4fbf351e63e3d118a9b90204-7d25.html
If you can't wait for the sound to completely load you may need NetStream:
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/net/NetStream.html
Related
I'm trying to create a utility that will selectively hide and show windows based on pre-assigned hotkeys and I'm working with the Windows API code.
I use a FindWindowW call to get a handle to a window as a test (in my case, a window with the text "Calculator - Calculator", which matched an open calculator window) and use that handle in a ShowWindow function.
Code below:
var user32path = 'C:\\Windows\\System32\\user32.dll';
function TEXT(text){
return new Buffer(text, 'ucs2').toString('binary');
}
var user32 = new FFI.Library(user32path, {
'FindWindowW': ['int', ['string', 'string']],
'ShowWindow': ['int', ['int', 'int']],
'ShowWindowAsync': ['int', ['int', 'int']],
'FindWindowExW': ['int', ['int', 'int', 'string', 'string']],
'BringWindowToTop': ['int', ['int']],
'GetActiveWindow': ['int', ['int']]
var handle = user32.FindWindowW(null,TEXT("Calculator - Calculator"));
user32.ShowWindow(
handle, 'SW_Hide');
//associatedWindowHandle is a manually-created variable with the Spy++ variable.
//The Spy++ doesn't match and I'm not sure why.
user32.ShowWindowAsync(activeHandle, 'SW_Hide');
var pruneLength = Object.keys(prunedData).length;
for (let i = 0; i < pruneLength-1; i++){
if (Object.entries(prunedData)[i][1] === hotkey){
for(let j = 1; j <= prunedData.assocWindows.length; j++){
let associatedWindow = Object.entries(prunedData)[i+1][j].toString();
let associatedWindowHandle = parseInt(associatedWindow);
user32.ShowWindowAsync(associatedWindowHandle, 'SW_Hide');
user32.BringWindowToTop(associatedWindowHandle[i+1][j]);
}
}
}
2 main issues:
When I try hiding and/or minimizing the open calculator window, I can't seem to show it again when clicking on it. the preview image disappers and I notice a "Process Broker" is thrown.
I can't seem to actually find the window handle given with tools like Spy++, which makes it somewhat hard to debug to see if I need to grab a different handle. The parent-level calculator window's handle doesn't seem to match, and I verified that it was the same tool.
I'd also like to be pointed to some decent resources to help self-educate on this so I can better troubleshoot this in the future.
Many thanks!
Firstly, I'd echo Hans Passant's remarks that you're probably better off not trying to so this with a UWP app like Calculator, but then again these apps are not going to go away so perhaps you might want to try anyway.
The shell doesn't appear to appreciate you trying to hide a UWP app (Win32 apps work fine though, go figure). As you have observed, it's icon remains visible in the toolbar but behaves strangely while the window is hidden. So, short version, don't do that.
Instead, try this:
PostMessage (hWnd, WM_SYSCOMMAND, SC_MINIMIZE, 0);
Then things work a lot better, although the user can still undo all your good work by reopening the window of course.
As for Spy++, I have no trouble locating the top-level window of a UWP app using the 'Finder tool' (Menu -> Search -> Find Window). You just have to walk a couple of levels up the window hierarchy afterwards until you get to the one you really want.
Spy++ seems not to be able to log messages being sent to such a window however, see (shameless plug): Why can't Spy++ see messages sent to UWP apps?. I plan to look into this a bit more when I have time.
Finally, what do you mean by 'a "Process Broker" is thrown' please? I don't understand that comment. There's something called RuntimeBroker, which shows up in Process Explorer and appears to be connected with UWP apps in some way, but I don't know if that's what you mean and and I don't know anything about it even if you did.
I am creating a game using Libgdx. I have a lot of small sounds files in the MP3-format and since it is so many I do not preload them. I only load the sound I want to play when it is to be used, like this:
actorSound = Gdx.audio.newSound(Gdx.files.internal(sound));
The code above works great, but the rest of my sounds do not unfortunately. The actor above has its own class and plays a different sound every time it is touched.
When I try to play sounds in my Gamescreen I get the following error:
AUDIO_OUTPUT_FLAG_FAST denied by client
All the audiofiles have the same properties and have been recorded using the same microphone & Audacity. The files are all 44100Hz and only a few kb in size each.
I wonder why the sounds the Actor plays work and the other sounds do not?
I decided to try to change the non-working sounds to music instead and now they play fine - for a little while that is. I can play a full game, return to the menu and start a new game again. The second time I start a game I only get 3 sounds from the Gamescreen and then it is silent except for the sounds from the actor. The error that appears looks like this:
E/MediaPlayer: Error (1,-19)
I load the Music just the same way as the Sound:
gameSound = Gdx.audio.newMusic(Gdx.files.internal(soundeffect));
I have looked into the two errors by reading posts like these:
AUDIO_OUTPUT_FLAG_FAST denied by client
Mediaplayer error (-19,0) after repeated plays
But I'm not sure what to do or change to solve my problem. I would prefer Sound if that is possible, but Music is an acceptable workaround...
When it comes to Music it is probably as suggested in the URL, that I do not release the media players. I am not sure how to do that?
When I leave the GameScreen for another screen, like the MenuScreen or RewardScreen, I dispose Music first. The other screens use Music as well and the sounds are loaded when needed. When I change back to the GameScreen I dispose again and then start a new game...
Any ideas or suggestions? Any help is greatly appreciated.
I added AssetManager as suggested, and I now have a loding screen that loads all the sounds. I load them as sounds and not music, which is how I prefer it.
The sounds work well in the actual game but once I get to the reward screen, only the first sound plays and after that the app crashes with the following error:
06-02 07:47:09.774 6208-6282E/AndroidRuntime: FATAL EXCEPTION: GLThread 2935
Process: PID: 6208
java.lang.NullPointerException: Attempt to read from field 'com.badlogic.gdx.assets.AssetManager
Assets.Assets.manager' on a null object reference
at DelayedSounds(RewardsScreen.java:538)
at RewardsScreen.Update(RewardsScreen.java:567)
at Screens.RewardsScreen.render(RewardsScreen.java:577)
at Game.render(Game.java:46)
at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:459)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1562)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1262)
06-02 07:47:13.823 6208-6208 E/AndroidGraphics: waiting for pause
synchronization took too long; assuming deadlock and killing
The DelayedSounds method looks like this:
public void DelayedSounds(){
timer = timer + Gdx.graphics.getDeltaTime();
if(playitem == true && timer > 2){
itemsound = "vinster/" + item + ".mp3";
assets.manager.get(itemsound, Sound.class).play(volume);
//sound = Gdx.audio.newMusic(Gdx.files.internal(itemsound));
//sound.setVolume(volume);
//sound.play();
playitem = false;
}
if(playkeep == true && time > 3){
assets.manager.get("dialog/VINSTEN.mp3", Sound.class).play(volume);
//sound = Gdx.audio.newMusic(Gdx.files.internal("prizes/prize.mp3"));
//sound.setVolume(volume);
//sound.play();
playkeep = false;
}
}
As can be seen I use AssetManager now, and have commented out my old code for testing purposes. I define AssetManager in my main class and then pass it around to all other classes that uses sounds.
The RewardsScreen will only play the first sound and then it crashes on a NULL object reference as it seems.
If I change my code back to using Music in the RewardsScreen it works fine (see the code that is commmented out)
The sound I try to play is exactly the same in both cases. Assets class that handles the loading of all my assets has the sounds included and since I still get a NULL object I assume one or more items fails to load?
I search the logs and find this where it loads the sounds:
06-02 08:05:09.360 9844-9888/E/WVMExtractor: Failed to open libwvm.so: dlopen failed: library "libwvm.so" not found
06-02 08:05:09.395 9844-9888/ E/NdkMediaExtractor: sf error code: -1010
06-02 08:05:09.395 9844-9888/ E/SoundPool: Unable to load sample
Maybe this is related to my problem?
I load all the sounds in the same manner and most definitely seem to work, the loading is the regular:
manager.load("prizes/cash.mp3", Sound.class);
I still find the AUDIO_OUTPUT_FLAG_FAST denied by client in my logs but now the sounds are playing instead of being rejected.
Any more ideas about how to solve this?
Your link having enough information for your bug.
It's not good way to create Resource instance each time in Game, Create once and user All over your game, if possible use AssetManager.
Like create Music instance in onCreate() method of your game.
gameSound = Gdx.audio.newMusic(Gdx.files.internal(soundeffect));
Music having play(), resume() and many other helpful methods.
You can also take a look of this, it may be helpful.
I don't understand why my sound trigger is not working. I have created a GameObject and added an Audio Source to it (on Audio Source I have the Play On Wake and Loop checked. Then I added a Sphere Collider (I have the Is Trigger checked). Finally I added my script and added the sound clips into the inspector. Unity also says that: "There are 2 audio listeners in the scene." I have pretty much unchecked all the audio listeners and it still says it, what am I doing wrong?
Here is a look at my code:
#pragma strict
var WalkAudio:AudioClip;
var OutCry:AudioClip;
function Update (){
var Audio= gameObject.GetComponent(AudioSource);
if(Input.GetButton("Horizontal") || Input.GetButton("Vertical"))
{
Audio.Play();
}
else
{
Audio.Pause();
}
}
function OnControllerColliderHit (hit : ControllerColliderHit)
{
var Audio= gameObject.GetComponent(AudioSource);
if (hit.gameObject.tag == "templeFloor")
{
var groundType = 1;
print("Temple");
Audio.clip=OutCry;
}
else{
Audio.clip=WalkAudio;
}
}
As you said:
I have pretty much unchecked all the audio listeners
The component AudioListener attached to the Main Camera must be enabled. Probably you have used LoadLevelAdditive so you have two camera and two AudioListener components, one on each of them. Please make sure this additive camera and any other gameObject should have this component disabled.
Also at runtime, you can search which component(s) have AudioListener component attached using this in the Hierarchy window search bar.
t:AudioListener
This should help you out. Also double check using Debug.Log that OnControllerColliderHit function calls and Audio.clip is not null after assignment. Also is it necessary to play sound in Update ?
Also, you should move this line from Update to Start function instead, due to performance cost:
var Audio= gameObject.GetComponent(AudioSource);
and use this Audio variable throughout your script.
I have a very simple program that plays 4 different tones, depending on what button is pressed. I have found that if I play multiple tones or the same tone in rapid succession, there are unpleasant clicking noises produced. I have made sure that these clicks are not present in my audio samples; it is definitely caused by playing the clips quickly one after another.
After googling around, I'm fairly sure that the clicks are due to the rapid change in pitch between clips. Looking at the waveform of the playback from the offending audio, it looks like a clip is first cancelled for a fraction of a second before starting the next clip. I have highlighted the section where this seems particularly obvious.
The clip that showcases these audio clicks can also be downloaded here.
My code is very simple. I am using XInput to read input from a connected controller, which determines the tone to play, and I am using WinMM to output sound from wav files. It is written in the D programming language, but I have modified it to use no D-specific features to make it as C-like as possible and to avoid confusion.
SHORT keyPressed(int vkey)
{
enum highBit { val = 0x8000 }
return cast(SHORT)(GetKeyState(vkey) & highBit.val);
}
enum Button
{
DPAD_UP = 0x0001,
DPAD_DOWN = 0x0002,
DPAD_LEFT = 0x0004,
DPAD_RIGHT = 0x0008,
START = 0x0010,
BACK = 0x0020,
LEFT_THUMB = 0x0040,
RIGHT_THUMB = 0x0080,
LEFT_SHOULDER = 0x0100,
RIGHT_SHOULDER = 0x0200,
A = 0x1000,
B = 0x2000,
X = 0x4000,
Y = 0x8000,
}
struct XINPUT_GAMEPAD
{
WORD wButtons;
BYTE bLeftTrigger;
BYTE bRightTrigger;
SHORT sThumbLX;
SHORT sThumbLY;
SHORT sThumbRX;
SHORT sThumbRY;
}
struct XINPUT_STATE
{
DWORD dwPacketNumber;
XINPUT_GAMEPAD Gamepad;
bool isPressed(int button)
{
return cast(bool)(Gamepad.wButtons & button);
}
}
int main()
{
HANDLE xinputDLL = initXinput();
XINPUT_STATE oldState;
XINPUT_STATE newState;
while (!keyPressed(VK_ESCAPE))
{
oldState = newState;
XInputGetState(0, &newState);
enum flags { val = SND_ASYNC | SND_FILENAME | SND_NODEFAULT }
if (newState.isPressed(Button.A) && !oldState.isPressed(Button.A))
{
PlaySoundA(toStringz("Piano.ff.A4.wav"), null, flags.val);
}
if (newState.isPressed(Button.B) && !oldState.isPressed(Button.B))
{
PlaySoundA(toStringz("Piano.ff.B4.wav"), null, flags.val);
}
if (newState.isPressed(Button.X) && !oldState.isPressed(Button.X))
{
PlaySoundA(toStringz("Piano.ff.C5.wav"), null, flags.val);
}
if (newState.isPressed(Button.Y) && !oldState.isPressed(Button.Y))
{
PlaySoundA(toStringz("Piano.ff.F4.wav"), null, flags.val);
}
}
denitXinput(xinputDLL);
return 0;
}
Assuming that I'm correct in regards to the source of the clicking sounds, I think the solution is to have each sample fade into the next one. However, I am not sure how to do this as the WinMM documentation seems relatively sparse, and I am inexperienced with it.
Is the solution to my problem of clicks when playing audio samples to have each sample fade into the next one? If so, how can I accomplish this using WinMM? If not, is there another solution that I can try?
I know how we can solve this in theory, but I don't have actual working code yet for all cases. (When I do, I'll edit this.)
First, the simple case which kinda works: instead of using PlaySound, try mciSendStringA:
if(auto err = mciSendStringA("play test.wav", null, 0, null))
writeln(err);
I am not making that up, Windows actually has that function, and it actually works with a lot of little command strings and file formats (though if your program terminates, all sound stops, so make sure the program keeps running e.g. stay in your controller loop or call Sleep(something)).
I've used a lot of Win32 and sometimes I'm amazed by how much stuff it has. Prototype:
extern(Windows) uint mciSendStringA(in char*,char*,uint,void*);
found in winmm.lib.
That basically works, but in my test, playing the same file twice at the same time has no effect. Playing different files together mixes them though. So it is a partial solution.
Next step from that would be to use the mciSendCommand function - a bit lower level than send string, so you can open multiple devices and try to get more overlap that way:
http://msdn.microsoft.com/en-us/library/windows/desktop/dd743675%28v=vs.85%29.aspx
I haven't tried this yet, but it looks fairly simple and I suspect it might be good enough for you. Open up a few devices for each button so you can hit them a few times fast and it cycles through them, hopefully mixing the same sound more than once when needed.
The prototype to that is:
extern(Windows) uint /*MCIERROR*/ mciSendCommandA(MCIDEVICEID,UINT,DWORD,DWORD);
Yes, it casts to void* then to DWORD in the msdn example. Blargh. Relevant structs:
struct MCI_OPEN_PARMSA {
DWORD dwCallback;
MCIDEVICEID wDeviceID; // aka uint
LPCSTR lpstrDeviceType;
LPCSTR lpstrElementName;
LPCSTR lpstrAlias;
}
struct MCI_PLAY_PARMS {
DWORD dwCallback;
DWORD dwFrom;
DWORD dwTo;
}
and you can borrow some constants from here too:
https://github.com/AndrejMitrovic/DWinProgramming/blob/master/WindowsAPI/win32/mmsystem.d#L693
(if you are already using the win32 bindings, great! But I think they are kinda a pain for little things so I try to avoid them, preferring to copy/paste prototypes+structs+constants off MSDN as I need them.)
You should be able to get the MSDN example working with those definitions and core.sys.windows.windows. Don't forget pragma(lib, "winmm"); too.
I think a full solution that will certainly work, but is also quite a bit harder, will be using the low level interface to mix the sounds yourself as they happen and send that result to the device. I don't have this working yet and I'm out of time today, but hopefully I can get something to you tomorrow.
The basic steps are:
1) call waveOutOpen to get a device. Set up a callback function which it calls when it needs more data.
2) prepare a buffer - or perhaps more than one - with waveOutPrepareHeader
3) feed data with waveOutWrite when requested by your callback (might want this in a separate thread) with the current notes. Mixing two samples is simply a case of adding the values together (and clipping if they overflow - sounds awful btw but hopefully that won't actually happen) so if you are doing more than one sound, just add them as you go.
Don't forget extern(Windows) on any callback function!
4) Loading your samples probably means reading the .wav file. That's not super hard, Windows has helper functions or you can do it yourself. I'll show code for this too.
What I have so far is in my simpleaudio.d https://github.com/adamdruppe/arsd/blob/master/simpleaudio.d find struct AudioOutput and the WinMM version. It has a horrible API right now that must be radically changed - it was acceptable on Linux but sucks on Windows. A callback feeder instead of write(data) should work better on both platforms, so that's what I'll do.
Problem I'm having with the demo right now is gaps between buffers... leading to clicky sounds. Yeah. But I'm sure it is just latency that should be solved with the proper callback approach and buffer sizing.
That MCI function might work for you as a next step though, maybe even a final step if the multiple devices works.
BTW: you could also prolly make it do MIDI commands instead of playing wavs and get all kinds of cool stuff. Simpleaudio.d's low level midi is already functioning - the demo main even shows a piano scale. Rigging it into the xbox controller shouldn't be too hard... note on when the button is pressed, note off when released, and not even think about timing.. Not really an answer to the question but a cool thing to play with in the same vein!
Ok, I hope I don't mess this up, I have had a look for some answers but can't find anything. I am trying to make a simple sampler in openframeworks using the FMOD sound player in 3D mode. I can make a single instance work fine (recording a new file using libsndfilerecorder and then playing it back and moving it in surround.
However I want to have 8 layers of looping audio that I can record and replace one layer at a time in a live show. I get a lot of problems as soon as I have more than 1 layer.
The first part of my question relates to the FMOD 3D modes, it is listener relative, so I have to define the position of my listener for every sound (I would prefer to have head relative mode but I cannot make this work at all. Again this works fine when I am using a single player but with multiple players only the last listener I update actually works.
The main problem I have is that when I use multiple players I get distortion, and often a mix of other currently playing sounds (even when the microphone cannot hear them) in my new recordings. Is there an incompatability with libsndfilerecorder and FMOD?
Here I initialise the players
for (int i=0; i<CHANNEL_COUNT; i++) {
lvelocity[i].set(1, 1, 1);
lup[i].set(0, 1, 0);
lforward[i].set(0, 0, 1);
lposition[i].set(0, 0, 0);
sposition[i].set(3, 3, 2);
svelocity[i].set(1, 1, 1);
//player[1].initializeFmod();
//player[i].loadSound( "1.wav" );
player[i].setVolume(0.75);
player[i].setMultiPlay(true);
player[i].play();
setupHold[i]==false;
recording[i]=false;
channelHasFile[i]=false;
settingOsc[i]=false;
}
When I am recording I unload the file and make sure the positions of the player that is not loaded are not updating.
void fmodApp::recordingStart( int recordingId ){
if (recording[recordingId]==false) {
setupHold[recordingId]=true; //this stops the position updating
cout<<"Start recording Channel " + ofToString(recordingId+1)+" setup hold is true \n";
pt=getDateName() +".wav";
player[recordingId].stop();
player[recordingId].unloadSound();
audioRecorder.setup(pt);
audioRecorder.setFormat(SF_FORMAT_WAV | SF_FORMAT_PCM_16);
recording[recordingId]=true; //this starts the libSndFIleRecorder
}
else {
cout<<"Channel" + ofToString(recordingId+1)+" is already recording \n";
}
}
And I stop the recording like this.
void fmodApp::recordingEnd( int recordingId ){
if (recording[recordingId]=true) {
recording[recordingId]=false;
cout<<"Stop recording" + ofToString(recordingId+1)+" \n";
audioRecorder.finalize();
audioRecorder.close();
player[recordingId].loadSound(pt);
setupHold[recordingId]=false;
channelHasFile[recordingId]=true;
cout<< "File recorded channel " + ofToString(recordingId+1) + " file is called " + pt + "\n";
}
else {
cout << "Sorry track" + ofToString(recordingId+1) + "is not recording";
}
}
I am careful not to interrupt the updating process but I cannot see where I am going wrong.
Many Thanks
to deal with the distortion, i think you will need to lower the volume of each channel on playback, try setting the volume to 1/8 of the max volume. there isn't any clipping going on so if the sum of sounds > 1.0f you will clip and it will sound bad.
to deal with crosstalk when recording: i guess you have some sort of feedback going on with the output, ie the output sound is being fed back into the input channel, probably by the operating system. if you run another app that makes sound do you also get that in your recording as well? if so then that is probably your problem.
if it works with one channel, try it with just 2, instead of jumping straight up to 8 channels.
in general i would try to abstract out the playback/record logic and soundPlayer/recorder into a separate class. you have a couple of booleans there and it's really easy to make mistakes with >1 boolean. is there any way you can replace the booleans with an enum or an integer state variable?
EDIT: I didn't see the date on your question :D Suppose you managed to do it by now. Maybe it helps somebody else..
I'm not sure if I can answer everything of your question, but I can share how I've worked with 3D sound in FMOD. I haven't worked with recording though.
For my own application a user can place sounds in 3D space around himself. For this I only have one Listener and multiple Sounds. In your code you're making a listener for every sound, are you sure that is necessary? I would imagine that this causes the multiple listeners to pick up multiple sounds and output that to your soundcard. So from the second sound+listener, both listeners pick up both sounds? I'm not a 100% sure but it sounds plausible to me.
I made a class to create sound objects (and one listener). Then I use a vector to store the objects and move trough them to render them.
My class SoundBox basically holds all the necessary things for FMOD
Making a "SoundBox" object and adding it to my soundboxes vector:
SoundBox * box = new SoundBox(box_loc, box_rotation, box_color);
box->loadVideo(ofToDataPath(video_files[soundboxes.size()]));
box->loadSound(ofToDataPath(sound_files[soundboxes.size()]));
box->setVolume(1);
box->setMultiPlay(true);
box->updateSound(box_loc, box_vel);"
box->play();
soundboxes.push_back(box);
Constructor for the SoundBox. I use a similar constructor in the same class for the listener, but since the listener will always be at the origin for me, it doesn't take any arguments and just sets all the listener locations to 0. The constructor for the listener only gets called once, while the one for the Sound gets called whenever I want to make a new one. (don't mind the box_color. I'm drawing physical boxes in this case..):
SoundBox::SoundBox(ofVec3f box_location, ofVec3f box_rotation, ofColor box_color) {
_box_location = box_location;
_box_rotation = box_rotation;
_box_color = box_color;
sound_position.x = _box_location.x;
sound_position.y = _box_location.y;
sound_position.z = _box_location.z;
sound_velocity.x = 0;
sound_velocity.y = 0;
sound_velocity.z = 0;
Then I just use a for loop to loop trough them and play them if they're not playing. I also have some similar code to select them and move then around.
for(auto box = soundboxes.begin(); box != soundboxes.end(); box++){
if(!(*box)->getIsPlaying())
(*box)->play();
}
I really hoped this helped. I'm not a very experienced programmer but this is how I got FMOD with multiple sounds to work in OpenFrameworks and hope you can use some of it. I just dumped as much of my code as I could :D
My main suggestion is to make one listener instead of more. Also having a class for making the sounds is useful if you, for instance, want to relocate the sounds after the initial placement.
Hope it helps and good luck :)