I want to play/pause a slide by the use of custom icons and triggers and this was possible, but then this can't work with slides that have layers on them. The project I am working on didn't have the play and pause buttons so they weren't developed with this in mind. On the slides with layers (3 or more), the Play/Pause and Mute/Unmute buttons are not working and I think JS would be the ones to use. Can anyone suggest solutions to this?
When you click the pause button it pauses the slide and shows the play button and vice versa. When you click the volume button it mutes the audio and shows the muted icon and vice versa.
I appreciate your support.
Are you sure you are working on a Captivate project and not an Articulate Storyline project?
Captivate doesn't really have layers like Storyline, where the layers can have their own timeline.
In a Captivate project each slide has one main timeline that can be paused or played via the default playbar, or by using custom buttons and Advanced Actions. But the only other elements that you can put on a Captivate slide that might have their own timelines are Event Videos and HTML5 Animations (e.g. OAM files from Adobe Animate).
Can you please explain more about your project?
Yes, it is a captivate project, but I am not the original developer. The course is interactive, it has multiple screenshots on one slide and uses buttons to move from one screenshot to another. So each image (considered to be a layer) has triggered audio in advanced actions of the slide and you might find that there are two to three audios in the action script.
I am not sure if you get well what I meant.
Your answer and mine just crossed somewhere and landed at the same moment.
From your last answer it seems that the problem is to understand the workflow of the previous developer. I already asked some question in my answer, please try to answer them.
Is it possible to insert some screenshots from the setup of a slide (including Timeline panel) and of the used advanced (or shared) actions? Actionscript is no longer possible, since output will be exclusively HTML5. I suspect the commands 'Play Audio' will be in the advanced a ctions, and audio started by that command cannot be stopped except by the command 'Stop Triggered Audio' or by using 'Play Audio' with another targeted clip.
Terminology is always a problem, in this case the terms 'layers' and 'triggers'.
The Timeline panel of Captivate doubles as layer panel IMO because it allows you to change the stacking order, and can also be used to manipulate individual object timelines. However, I completely agree with Rod that it is not the same as in SL. My suspicion is more raised by 'triggers' because that is a typical SL term, which I seldom use in Captivate as a noun, only as a verb.
If you are indeed on Captivate, allow me to ask some questions about your custom buttons:
Sorry for my wrong terminologies, I am not an expert in Adobe captivate 🙂
I have attached two screenshots that you asked for, and how the pauseon and pauseoff actions are triggered.
One thing is sure: first developer was not a Captivate expert at all. It is rather difficult to see the whole picture but here are some incongruities/bugs I see so far. They have nothing to do with having multiple images on a slide:
My apologies, but it looks like you have multiple issues in this project. Do you also have problems with the Mute/Unmute buttons?
I don't have any problem with the Mute/Unmute buttons, I only have problems setting those Play/Pause buttons. The SVGs don't have a pausing point.
That is already fine. This means other interactive objects are pausing slides, and I have seen some pausing points in the screenshots.
Can you answer all the questions, please? I suspected that Mute/Unmute was not the problem but Play/Pause is a lot more tricky. At least a conditional action is needed, so that the correct SVG button appears. The On Enter action of a slide could do at least a reset of the buttons, but you also have to cope with possible pausing by the interactive objects on all the slides. That is the reason why the system variables which I mentioned are so important, and I don't see any of them being used.
Can you explain why you concluded that the problem is due to multiple layers on the timeline? Do you have a screenshot of a slide where the Play/Pause works fine because of less layers? I wished I could ask if those are slides without green timelines, but since you used SVGs as buttons, although they are interactive and should have a green timeline they don't (bug in the UI which I reported multiple times).
How do you expect me to help in that case? That slide has two interactive objects (shape buttons), with a 0.1second difference in pausing points. Why? There is slide audio (first time I see an almost complete timeline vertically). What is expected with that advanced action? Why is it using twice Play Audio, since all actions will be done in sequence without any delay, the first audio clip will never play, Stop Triggered Audio is not needed, second audio clip will play but the other two audio actions make no sense. You talk about 'one audio', but if that action is related to this slide, I see mentions of THREE audio clips: the slide audio (narration), W9... and objective. I see one image, but there was only one image in the previous screenshots as well. Do you have multistate images?
Know that I am just a user like you, not working for Adobe, not paid by Adobe. Understand that solving your problem seems to lead to a very long thread but is doomed to be unsuccessful.
Thanks. I will recreate the buttons and configure them as per your guidance at Custom Play/Pausebutton
to see if it will work as expected. Thanks for all the time you took in answering my looong query😃.
Sorry to disappoint you, but I am not sure recreating the buttons will solve the problem, which seems to be caused by the conflict between interactive objects on the slides and the Play/Pause button. The one I created in the interactive video was supposed to be used without any other interactive objects on slides.
Wished I understood what you mean by multiple images which I never saw on the timeline screenshots. That was the reason for my question about multistate images.