I would consider a completely different approach to achieve having the visualizer react to only sounds you specify.
The simplest way is to initially set the SENSITIVITY of the visualizer to zero, in your bang, set the SENSITIVITY to 30, play your wav sound, then set the SENSITIVITY back to zero.
The issue is knowing how long the wav sound is active... Ah-ha!, JSMorley's excellent WavLength Plugin can be used to set the proper delay.
ZoleGam seems to want the visualizer to only react when he plays wav files of his character voice. By adding a measure to determine the length of the wav file, you can then use a single bang to display the visualizer while the sound plays.
Code: Select all
[Variables]
FilePath1=#@#Sounds\
FileName1=Windows Intro.wav
Unit=Milliseconds
;=
; base measures
;============================
[mAudioOut]
Bands=(#NumOfItems#+4)
[MeasureWav1]
Measure=Plugin
Plugin=WavLength
WavPath=#FilePath1##FileName1#
Unit=#Unit#
UpdateDivider=-1
...
LeftMouseUpAction=[!SetOption mAudioOut Sensitivity 30][Play "#FilePath1##FileName1#.wav"][!Delay [&MeasureWav1]][!SetOption mAudioOut Sensitivity 0]
...
This will basically stop the visualizer from displaying any reaction until you tell it to increase the Sensitivity, when you are done playing the desired sound, set the Sensitivity back to zero. You would not care what player is used, would not need to know if it is active or not, would not need to enable/disable measures, etc.
If the bang is in another config, add the config parameter, of the visualizer skin, to the !SetOption bang for Sensitivity to control the visualizer skin.
To me, this seems like a better approach if you are looking to have the control over what the visualizer displays.
I do not use any of those self-creating visualizers, so I cannot test this, but with a few tweaks this basic idea should accomplish the desired affect.