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Known Participant
September 26, 2017
Question

Strange pause at frame 136

  • September 26, 2017
  • 1 reply
  • 404 views

I have a slide with audio synchronized with text and images. It keeps pausing the slide objects at frame 136, but the audio keeps going. I took out all pauses except one on enter so that the user would have to click a play button to continue the timeline. When the strange pause was still sometimes happening at frame 136, I decided to take the initial pause out as well. But lo and behold, the timeline still pauses at frame 136. I should mention that it doesn't happen every time I get to the slide, only maybe half the time. I tried looking at the elapsed time when the pause was happening but I didn't see anything consistent. I've checked my matter

I hope I've provided enough details. I've only been using Captivate since February. I'm currently on version 2017.

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    1 reply

    Known Participant
    September 26, 2017

    Part of my post got deleted above. I checked my master slide objects to make sure there were no pauses on any of them. I am using a scrolling text box widget on the slide, but it has no pause either.

    Lilybiri
    Legend
    September 26, 2017

    What is frame 136?  it is at about 4,5secs in the slide and you don't see a pause? Are there still frames after 136? Maybe it would be good to read this article: Pausing Captivate's Timeline - Captivate blog

    You will read that slide audio is not paused by a pausing point unless you choose to check that option 'Stop slide Audio' when 'Pausing'.

    Just FYI: shape buttons on master slides can only pause at the end of each slide, never in the middle of a slide. That is the only way a pause could occur due to the master slide.

    Static learning interactions like the Scrolling text interaction never have a pausing point, only interactive interactions can have one (games are interactive, most other not). Have a look at: Tips - Learning Interactions - Captivate blog

    Why would you pause a slide On Enter? That means nothing will happen, slide audio will not start, only animations can play and if you have event video it could be started.  Maybe you have a good reason which I don't understand.

    Only other possible reasons for a pause I could imagine:

    • You have an interactive object somewhere on a previous slide, which has a pausing point and is timed for the rest of the project.
    • You have an on Enter action for that slide, which has a Delay command followed by a Pause command.
    • You have an On Enter action which makes an invisible interactive object visible, maybe with a Delay as well. The Delay command is not affected by any pause.
    Known Participant
    September 26, 2017

    Frame 136 is at about 1.5 seconds in, which I know is the default pause point for many buttons, but I'm pretty certain I have no buttons with pauses. There are over 7000 frames in that slide.

    Just to provide some more background on this slide, my objective was to pause the slide On Enter and force the user to press a play button to start, so they have time to turn on their audio.

    I've just noticed, however, that if I preview the activity from that slide instead of the slide before, I don't have the problem, so that implies that the problem is on the previous slide. Now, to figure out what it could be...