Difference between revisions of "API Sound.LoadWav"
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− | + | {| class="wikitable" style="width:60%; background-color:#FFFFFF;" | |
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+ | | width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]] | ||
+ | | width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''LoadWav''' | ||
+ | |- | ||
+ | | colspan="2" | Loads a wave file into memory, providing the values needed to play it | ||
+ | |- | ||
+ | |- | ||
+ | | width="10%" align="center" | [[File:Fc9-string-icon.png]] - STRING | ||
+ | | width="90%" | Filename | ||
+ | |- | ||
+ | | colspan="2" | The formatted file to load into memory | ||
+ | |- | ||
+ | | width="10%" align="center" | [[File:Fc9-u8-icon.png]] - BYTE[] | ||
+ | | width="90%" | Buffer | ||
+ | |- | ||
+ | | colspan="2" | A buffer to write the wave data to | ||
+ | |- | ||
+ | | width="10%" align="center" | [[File:Fc9-u16-icon.png]] - UINT | ||
+ | | width="90%" | SampleFormat | ||
+ | |- | ||
+ | | colspan="2" | Variable to receive the format of the samples | ||
+ | |- | ||
+ | | width="10%" align="center" | [[File:Fc9-u32-icon.png]] - ULONG | ||
+ | | width="90%" | Elements | ||
+ | |- | ||
+ | | colspan="2" | Variable to receive the number of sample elements to play | ||
+ | |- | ||
+ | | width="10%" align="center" | [[File:Fc9-f32-icon.png]] - FLOAT | ||
+ | | width="90%" | SampleRate | ||
+ | |- | ||
+ | | colspan="2" | Variable to receive the wave source sample rate | ||
+ | |- | ||
+ | | width="10%" align="center" style="border-top: 2px solid #000;" | [[File:Fc9-bool-icon.png]] - BOOL | ||
+ | | width="90%" style="border-top: 2px solid #000;" | ''Return'' | ||
+ | |} | ||
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− | == | + | ==Detailed description== |
− | + | This loads WAV files given a ''Filename'' to the data. The ''Filename'' may point to a resource file. The data in the file should be in a RIFF format, see [http://en.wikipedia.org/wiki/WAV WAV file] for a more detailed description of a WAV file. | |
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+ | On exit from the routine, the ''Buffer'', ''SampleFormat'', ''Elements'' and ''SampleRate'' are all updated to contain data read from the file. These are all written with zero values (''Buffer'' is not altered) if the call fails. | ||
− | + | If ''Buffer'' is not large enough for the wave data it is resized in the call to an appropriate size. | |
− | '' | ||
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* Declare a variable 'result' of type BOOL | * Declare a variable 'result' of type BOOL | ||
* Add to a calculation icon: <pre class="brush:[cpp]">result = ::Sound.LoadWav("filename", _arraybuffer, return_sampleformat, return_elements, return_samplerate)</pre> | * Add to a calculation icon: <pre class="brush:[cpp]">result = ::Sound.LoadWav("filename", _arraybuffer, return_sampleformat, return_elements, return_samplerate)</pre> | ||
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Latest revision as of 11:55, 16 January 2023
Detailed description
This loads WAV files given a Filename to the data. The Filename may point to a resource file. The data in the file should be in a RIFF format, see WAV file for a more detailed description of a WAV file.
On exit from the routine, the Buffer, SampleFormat, Elements and SampleRate are all updated to contain data read from the file. These are all written with zero values (Buffer is not altered) if the call fails.
If Buffer is not large enough for the wave data it is resized in the call to an appropriate size.
Examples
Calling in a calculation
- Declare a variable 'result' of type BOOL
- Add to a calculation icon:
result = ::Sound.LoadWav("filename", _arraybuffer, return_sampleformat, return_elements, return_samplerate)