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Movie_Readme
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1988-08-28
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-- MOVIE 1.3 --
Movie is a freeware utility which may be used to play back animations
created by Sculpt Animate 3D. Movie was written by Dr. Eric Graham,
author of SCULPT 3-D and Sculpt Animate 3D. Movie's sound capability
was added by Ken Offer of Byte by Byte.
The CLI syntax for MOVIE is "MOVIE animfile [audiofile]", where
"animfile" is the name of the RAM animation and "audiofile" is an
optional audio specification file, as explained below.
To run MOVIE from the Workbench, you need to attach an icon to the
animation. This may be done by copying the ".info" file from an
existing animation, although any PROJECT type icon will do.
To play an animation, hold down a SHIFT key and click the animation's
icon, then double-click the MOVIE icon.
If the animation icon's info structure (accessed through the
Workbench's INFO menu command) has MOVIE specified as the default tool
and MOVIE is on the same directory, then you may run the animation
just by double-clicking its icon.
You may add the animation author's name to the opening screen text by
inserting it into the tooltypes gadget of the animation's info screen.
This is done by adding a line such as "AUTHORNAME=Aurthur Name". Case
is important. Omit the quotes.
Another item which may be added to the tooltypes is an audio
specification file, an example might be "AUDIOSPECFILE=myanim.audio".
The audio file tells Movie how and when to play back sampled sounds.
To have audio, you must have some number of IFF 8SVX "one-shot" sound
files (NOT instrument files) on the same directory as the animation,
as well as an audio specification in the following format:
+-----------------------------------------------------------
|IFFSoundFileName0
|IFFSoundFileName1
|IFFSoundFileName2
|
| ...and so on, ending the filenames with an '*'.
|
|*
|NForegroundSoundSeq (i.e. # of foreground sound frame sequences)
|Frame# Sound# (L for left channel, R for Right) Volume
|Frame# Sound# L or R Volume
|...
|NBackgroundSoundSeq (i.e. # of background sound frame sequences)
|Frame# Sound# (L for left channel, R for Right) Volume
|Frame# Sound# L or R Volume
|...
|
An Example is below:
+-------------------------------------------------------
|gong
|whistle
|*
|2
|0 0 L 64
|15 0 R 32
|1
|0 1 L 20
The above example will play one sound twice (2) in a cycling animation.
At frame 0, it will play sound 0 (gong) in the left speaker at maximum volume,
namely 64.
At frame 15, it will play sound 0 in the right speaker at half the
maximum volume, namely 32.
There is one background sound in this animation, which is a whistle, and
it starts on frame 0, plays in the left channel, with a volume of 20.
Valid frame numbers are 0 to n-1, where n is the number of frames in
your animation (in one complete cycle). If the number is greater than
n, the sound will not be played. You may not always know how many
frames an animation has, so it's a little hard to "retrofit" a sound
to an animation, but not too hard. The best approach is to make a
guess at a frame number and try it, this will quickly tell you how
close you are.
Valid sound numbers are 0 to n-1, where n is the number of sounds in
your animation.
Valid channels are L for left and R for right.
Valid volumes are 0 through 64.
Background sounds are sounds that start up the first time the desired
frame appears, and then cycle on their own until the program ends.
If the audio specification file cannot be found, no sound will be played.
KNOWN BUGS:
-- An apparent Manx overlay bug causes the floppy drive light and
motor to remain on during animation play.
-- Amiga-N will cause unpleasant effects and a system lockup. This is
because MOVIE makes assumtions about the viewport for speed's sake.
-- A system file requester has the same effect as Amiga-N.