Difference between revisions of "API Sound.Create"
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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;" | '''Create''' | |
− | === | + | |- |
− | [[ | + | | colspan="2" | Creates a sound object that data can be played through |
− | : | + | |- |
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− | + | | width="10%" align="center" | [[File:Fc9-u32-icon.png]] - ULONG | |
− | + | | width="90%" | SampleRate | |
− | == | + | |- |
− | [[ | + | | colspan="2" | The number of samples per second |
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− | + | | width="10%" align="center" | [[File:Fc9-u8-icon.png]] - BYTE | |
− | + | | width="90%" | SampleBits | |
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− | + | | colspan="2" | The number of bits per sample - either 8 or 16 | |
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− | + | | width="10%" align="center" | [[File:Fc9-bool-icon.png]] - BOOL | |
− | [[ | + | | width="90%" | Stereo |
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− | + | | colspan="2" | True to treat each pair of samples as a stereo sample | |
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− | + | | width="10%" align="center" style="border-top: 2px solid #000;" | [[File:Fc9-h32-icon.png]] - HANDLE | |
− | == | + | | width="90%" style="border-top: 2px solid #000;" | ''Return'' |
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* Declare a variable 'result' of type HANDLE | * Declare a variable 'result' of type HANDLE | ||
* Add to a calculation icon: <pre class="brush:[cpp]">result = ::Sound.Create(samplerate, samplebits, false)</pre> | * Add to a calculation icon: <pre class="brush:[cpp]">result = ::Sound.Create(samplerate, samplebits, false)</pre> | ||
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Latest revision as of 11:55, 16 January 2023
Detailed description
Sounds can only be played directly through the Sound.Play call or through a handle to a sound channel. Sounds played through a handle can be queued and played in sequence, allowing multiple sounds to be played seamlessly.
Sounds can be queued on an event, Sound.Complete, which is a notification that any sound played through this mechanism has finished.
The parameters used here will define the basics of the sound and are used to define the underlying system. Any sounds played have their values adjusted by Flowcode to conform to these values - a sound played which has a native sample rate and details matching the parameters of this call will in general be more efficient and clearer than a sound where the sample rate has to be adjusted to fit.
Examples
Calling in a calculation
- Declare a variable 'result' of type HANDLE
- Add to a calculation icon:
result = ::Sound.Create(samplerate, samplebits, false)