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- TABLE OF CONTENTS
-
- EasySound/GetClockSpeed
- EasySound/LoadIff
- EasySound/PlayIff
- EasySound/RemoveIff
- EasySound/StopIff
- EasySound/GetClockSpeed EasySound/GetClockSpeed
-
- NAME
- GetClockSpeed -- Determine the clock speed for PAL / NTSC
-
- SYNOPSIS
- clock = GetClockSpeed()
-
- LONG GetClockSpeed( void )
-
- FUNCTION
- This function returns the clockspeed for e.g samples depending
- on the system you use (NTSC or PAL).
-
- SEE ALSO
- RKRM, Guru Book page 62/63
- EasySound/LoadIff EasySound/LoadIff
-
- NAME
- LoadIff -- Load an external sample in the chip memory
-
- SYNOPSIS
- info = LoadIff(filename)
-
- struct SoundInfo *LoadIff(STRPTR)
-
- FUNCTION
- Loads an external 8svx sample in chip memory and returns a pointer
- to the SoundInfo structure or NULL if the whole thing failed.
-
- INPUTS
- filename - Name of the file, eventually with path.
-
- SEE ALSO
- PlayIff, StopIff, LoadIff
- EasySound/PlayIff EasySound/PlayIff
-
- NAME
- PlayIff -- Play an IFF sample
-
- SYNOPSIS
- success = PlayIff(info, vol, chan, prio, drate, times, start,
- time, wait)
- BOOL PlayIff
- (struct SoundInfo *, UWORD, UBYTE, BYTE, WORD, UWORD, ULONG,
- ULONG, BOOL)
-
- FUNCTION
- Plays an IFF sample. The sample has to be converted to an include
- file with the aid of the external program 'iff2src'. The resulting
- sound data has to be placed in chip memory using e.g. the __chip
- keyword.
-
- INPUTS
- info - A (struct SoundInfo *) pointer to the structure.
- vol - The volume of the sound (between 0 and 64).
- chan - The channel on which the sample will be played, can
- be either left or right ;-) . You may use the magic
- cookies L0, L1, R0, R1.
- prio - State a priority for the sample. (may be something
- between -127 and 128.
- drate - The sample rate is already stored in the SoundInfo
- structure. If you don't want to change the rate,
- leave this value 0.
- times - How many times do you want this sound to be played.
- If you set this value to 0 the sound will be played
- nonstop. (You may stop it with StopIff)
- start - Where do you want to start the sample, leave this
- value to 0 if you want to start at the beginning.
- time - How long do you want to play this sound, leave this
- value to 0 if you want to play the whole sample.
- wait - If you set this value to TRUE your program will wait
- until the Sample is played. If it's set to FALSE your
- program will continue to run while the sample is
- played.
-
- RESULT
- success - Returns TRUE if the sound was played with success,
- otherwise the function will return FALSE.
-
- EXAMPLE
- PlayIff(&splat_data,64,L0,-35,0,1,0,0,0);
-
- SEE ALSO
- StopIff, RemoveIff, LoadIff
- EasySound/RemoveIff EasySound/RemoveIff
-
- NAME
- RemoveIff -- Remove a previous loaded Sound.
-
- SYNOPSIS
- RemoveIff(info)
-
- void RemoveIff (struct SoundInfo *)
-
- FUNCTION
- Will flush a loaded sample and free the memory.
-
- INPUTS
- info - Pointer to the SoundInfo structure
-
- SEE ALSO
- PlayIff, StopIff, LoadIff
- EasySound/StopIff EasySound/StopIff
-
- NAME
- StopIff -- Stop an IFF sample
-
- SYNOPSIS
- StopIff(chan)
-
- void StopIff (UBYTE)
-
- FUNCTION
- Will stop the sound on the specified audio channel. It'll close the
- the devices and ports and free the allocated memory. If you call
- this function without any sound being played it'll simply return.
-
- INPUTS
- chan - The channel that should be stopped. You may use the
- magic cookies L0,L1,R0,R1 for this task.
-
- SEE ALSO
- PlayIff, RemoveIff, LoadIff
-