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playsound
Prototypeint playsound(int sound_number, int min_speed, int rand_speed_to_add, int active_sprite, bool repeat)
playsound()
will play the sound loaded with load_sound() into the given sound_number
.
The sound will play at speed min_speed
plus a random value between 0 and rand_speed_to_add
. The overall speed is in hertz (typical values are 16000 and 22050 Hz). To play a sound at normal speed, enter a min_speed
of the .wav
file's recorded hertz, and set the rand_speed_to_add
to 0.
If active_sprite
is greater than 1, the sound will be attached to that sprite, so it will have a 3-dimensional stereo effect when the sprite moves in relation to the player.
If repeat
is set to 1, the sound will repeat until it dies. Typically this will be once the sprite it is attached to dies, or when Dink changes screens.
playsound()
returns a soundbank number which can be used in other sound-related functions.
Note
When active_sprite
is greater than 1, and repeat
is set to 1, a sound will NOT play unless active_sprite
has a soundbank number attached to it. This is set using sp_sound(), and does not have to be a real soundbank number. See example below.
c
//To make an active sprite play a repeating sound, first we must set a soundbank number
void main( void )
{
//For this example we are using a fake soundbank number of 999
sp_sound(¤t_sprite, 999);
//now we can play a repeating sound attached to an active sprite
playsound(24, 22050, 0, ¤t_sprite, 1);
}
WARNING
Freedink
109.6
Playsound will return the soundbank number plus 1. To get the actual soundbank number of the sound, you must minus 1 from the returned value.