59 lines
1.7 KiB
HTML
59 lines
1.7 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<head>
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<title>Sounds</title>
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<link href="style.css" rel="stylesheet" type="text/css">
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</head>
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<body background="images/back.gif">
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<!--START-->
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<h3>Sounds</h3>
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The following functions will give you information about a sound:
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<p>
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<blockquote>
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<tt><b>sound_exists(ind)</b></tt>
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Returns whether a sound with the given index exists.<br>
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<tt><b>sound_get_name(ind)</b></tt>
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Returns the name of the sound with the given index.<br>
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<tt><b>sound_get_kind(ind)</b></tt>
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Returns the kind of the sound with the given index (0=normal, 1=background, 2=3d, 3=mmplayer).<br>
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<tt><b>sound_get_preload(ind)</b></tt>
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Returns whether the sound with the given index has preload set.
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</blockquote>
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<p>
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Sounds use many resources and most systems can store and play only a limited number of sounds. If you
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make a large game you would like to have more control over which sounds are loaded in audio memory at what
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times. You can use the switch off the preload option for sounds to make sure sounds are only loaded when used.
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This though has the problem that you might get a small hiccup when the sound is used first. Also,
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sounds are not automatically unloaded when you don't need them anymore.
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For more control you can use the following functions.
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<p>
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<blockquote>
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<tt><b>sound_discard(index)</b></tt>
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Frees the audio memory used for the indicated sound.<br>
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<tt><b>sound_restore(index)</b></tt>
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Restores the indicated sound in audio memory for immediate playing.<br>
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</blockquote>
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<p>
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<!--END-->
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</body>
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</html>
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<!-- KEYWORDS
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sound_exists()
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sound_get_name()
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sound_get_kind()
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sound_get_preload()
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sound_discard()
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sound_restore()
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--> |