Difference between revisions of "API Sound.Queue"
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− | + | {| class="wikitable" style="width:60%; background-color:#FFFFFF;" | |
− | + | |- | |
− | + | | width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]] | |
− | + | | width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''Queue''' | |
− | === | + | |- |
− | [[ | + | | colspan="2" | Queues a sound for playing |
− | : | + | |- |
− | + | |- | |
− | + | | width="10%" align="center" | [[File:Fc9-h32-icon.png]] - HANDLE | |
− | + | | width="90%" | Sounds | |
− | == | + | |- |
− | [[ | + | | colspan="2" | The handle of the sound object to queue to |
− | + | |- | |
− | + | | width="10%" align="center" | [[File:Fc9-void-icon.png]] - ARRAY | |
− | [[ | + | | width="90%" | Data |
− | + | |- | |
− | + | | colspan="2" | The array to play data from | |
− | [[ | + | |- |
− | + | | width="10%" align="center" | [[File:Fc9-u32-icon.png]] - ULONG | |
− | + | | width="90%" | Offset | |
− | + | |- | |
− | [[ | + | | colspan="2" | The element in the array to start at |
− | + | |- | |
− | + | | width="10%" align="center" | [[File:Fc9-u32-icon.png]] - ULONG | |
− | + | | width="90%" | Elements | |
− | [[ | + | |- |
− | + | | colspan="2" | The number of elements to play | |
− | + | |- | |
− | + | | width="10%" align="center" | [[File:Fc9-f32-icon.png]] - FLOAT | |
− | + | | width="90%" | RateMul | |
− | == | + | |- |
− | [[ | + | | colspan="2" | A multiplier to the sounds 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'' | ||
+ | |} | ||
Revision as of 11:41, 16 January 2023
Detailed description
This adds a sound to the queue to be played when the currently playing sound completes. If no sound is currently playing this will play immediately.
The Elements is a maximum, and will be bounded to the size of the input Array if too large. This means passing -1 (unsigned) is the equivalent of 'the full array'. The relevant contents of the Array are copied so the contents may be altered immediately after this call.
The format of each sample in Array depends on its data type. Floating point samples are assumed to be in the range 0 to 1. All integer values have their sign and bit size considered and are in a range from the minimum to the maximum of their type, so a signed 16 bit array has an expected range -32768 to 32767. To explicitly declare the data format use Sound.QueueEx.
RateMul can be used to adjust the sample rate for the sound in software. Linear interpolation is used to scale the input Array by this factor. This means to play at half the sample rate (so the sound plays twice as slow) set RateMul=0.5.
Examples
Calling in a calculation
- Declare a variable 'result' of type BOOL
- Add to a calculation icon:
result = ::Sound.Queue(sounds, _arraydata, offset, elements, ratemul)
No additional examples