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- Newsgroups: comp.sys.mac.programmer
- Path: sparky!uunet!mcsun!sunic!liuida!isy!isy!ingemar
- From: ingemar@isy.liu.se (Ingemar Ragnemalm)
- Subject: Re: Background your Sound!
- Message-ID: <ingemar.724077533@isy>
- Sender: news@isy.liu.se (Lord of the News)
- Organization: Dept of EE, University of Linkoping
- References: <1992Dec09.173722.69189@uu0570.foggybottom.com> <1g7vhfINN146@agate.berkeley.edu>
- Date: 11 Dec 92 12:38:53 GMT
- Lines: 27
-
- werner@dewey.soe.berkeley.edu (John Werner) writes:
-
- >In article <1992Dec09.173722.69189@uu0570.foggybottom.com> Daniel_R._Sandler@uu0570.foggybottom.com writes:
- >>OK,ok, to the point: How do I play sound while something else is ahppening,
- >>like so many games for the Mac, and even HyperCard? If my games have to stop
- >>and pause to let a sound play, it really ruins the hole effect.
-
- >It's not that hard. Use SndPlay, with the last "async" parameter set
- >to TRUE. The catch is that this only works if you're using your own
- >sound channel. So the code looks something like this:
-
- (code deleted)
-
- Speaking of asynchronous sound, what are the "rules" about several channels
- open at once? I have tried to make two channels for sampled sounds (on an
- LC), to play a sequence of notes on one of them (with a snd installed as
- "instrument") and various sound effects on the other. I get "not enough
- hardware". What information have I missed? Can't I have two sampled sound
- channels, or can't I use one of them for melodies?
-
- What can be done and what can't when using several channels?
-
- --
- Ingemar Ragnemalm
- Dept. of Electrical Engineering ...!uunet!mcvax!enea!rainier!ingemar
- ..
- University of Linkoping, Sweden ingemar@isy.liu.se
-