Difference between revisions of "Script Classes for Adventure Games/Sound Class"

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Chapter:  
 
Chapter:  
 
[[Script Classes for Adventure Games/Introduction|1]] |  
 
[[Script Classes for Adventure Games/Introduction|1]] |  
[[Script Classes for Adventure Games/RootObj|2]] |  
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[[Script Classes for Adventure Games/RootObj Class|2]] |  
[[Script Classes for Adventure Games/Object|3]] |  
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[[Script Classes for Adventure Games/Object Class|3]] |  
[[Script Classes for Adventure Games/Collection|4]] |  
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[[Script Classes for Adventure Games/Collection Class|4]] |  
[[Script Classes for Adventure Games/List|5]] |  
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[[Script Classes for Adventure Games/Script Class|5]] |  
[[Script Classes for Adventure Games/Set|6]] |  
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[[Script Classes for Adventure Games/Timer Class|6]] |  
[[Script Classes for Adventure Games/EventHandler|7]] |  
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[[Script Classes for Adventure Games/Feature Class|7]] |  
[[Script Classes for Adventure Games/Inventory|8]] |  
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[[Script Classes for Adventure Games/View Class|8]] |  
[[Script Classes for Adventure Games/Script|9]] |  
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[[Script Classes for Adventure Games/PicView Class|9]] |  
[[Script Classes for Adventure Games/Timer|10]] |  
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[[Script Classes for Adventure Games/Cycling Classes|10]] |  
[[Script Classes for Adventure Games/Feature|11]] |  
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[[Script Classes for Adventure Games/Motion Classes|11]] |  
[[Script Classes for Adventure Games/View|12]] |  
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[[Script Classes for Adventure Games/Avoider Class|12]] |  
[[Script Classes for Adventure Games/Prop|13]] |  
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[[Script Classes for Adventure Games/Event Class|13]] |  
[[Script Classes for Adventure Games/Actor|14]] |
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[[Script Classes for Adventure Games/User Class|14]]<br />
[[Script Classes for Adventure Games/Ego|15]] |
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[[Script Classes for Adventure Games/Game Class|15]] |  
[[Script Classes for Adventure Games/PicView|16]] |
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[[Script Classes for Adventure Games/Locale Class|16]] |  
[[Script Classes for Adventure Games/Cycle|17]] |
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[[Script Classes for Adventure Games/Region Class|17]] |  
[[Script Classes for Adventure Games/Forward|18]] |
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[[Script Classes for Adventure Games/Room Class|18]] |  
[[Script Classes for Adventure Games/Walk|19]] |
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[[Script Classes for Adventure Games/Timer2 Class|19]] |  
[[Script Classes for Adventure Games/Reverse|20]] |
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[[Script Classes for Adventure Games/InvItem Class|20]] |  
[[Script Classes for Adventure Games/CycleTo|21]] |
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[[Script Classes for Adventure Games/Block Class|21]] |  
[[Script Classes for Adventure Games/EndLoop|22]] |
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[[Script Classes for Adventure Games/Cage Class|22]] |  
[[Script Classes for Adventure Games/BegLoop|23]] |
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[[Script Classes for Adventure Games/Sound Class|23]] |  
[[Script Classes for Adventure Games/Motion|24]] |
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[[Script Classes for Adventure Games/StatusLine Class|24]] |  
[[Script Classes for Adventure Games/MoveTo|25]] |
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[[Script Classes for Adventure Games/File Class|25]] |  
[[Script Classes for Adventure Games/Wander|26]]<br />
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[[Script Classes for Adventure Games/Code Class|26]] |  
[[Script Classes for Adventure Games/Follow|27]] |
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[[Script Classes for Adventure Games/Global Variables|27]] |  
[[Script Classes for Adventure Games/Chase|28]] |
 
[[Script Classes for Adventure Games/Jump|29]] |
 
[[Script Classes for Adventure Games/JumpTo|30]] |
 
[[Script Classes for Adventure Games/Orbit|31]] |
 
[[Script Classes for Adventure Games/Path|32]] |
 
[[Script Classes for Adventure Games/RelPath|33]] |
 
[[Script Classes for Adventure Games/Avoider|34]] |
 
[[Script Classes for Adventure Games/Event|35]] |
 
[[Script Classes for Adventure Games/User|36]] |
 
[[Script Classes for Adventure Games/Game|37]] |  
 
[[Script Classes for Adventure Games/Locale|38]] |  
 
[[Script Classes for Adventure Games/Region|39]] |  
 
[[Script Classes for Adventure Games/Room|40]] |  
 
[[Script Classes for Adventure Games/Timer2|41]] |
 
[[Script Classes for Adventure Games/TimeOut|42]] |  
 
[[Script Classes for Adventure Games/InvItem|43]] |  
 
[[Script Classes for Adventure Games/Block|44]] |  
 
[[Script Classes for Adventure Games/Cage|45]] |  
 
[[Script Classes for Adventure Games/Sound|46]] |  
 
[[Script Classes for Adventure Games/StatusLine|47]] |  
 
[[Script Classes for Adventure Games/File|48]] |  
 
[[Script Classes for Adventure Games/Code|49]] |  
 
[[Script Classes for Adventure Games/Global Variables|50]] |  
 
 
[[Script Classes for Adventure Games/Index|Index]]
 
[[Script Classes for Adventure Games/Index|Index]]
 
</div><br />
 
</div><br />
  
<div align="center"><span style="font-size: 22pt"></span><br />
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<div align="center"><span style="font-size: 22pt">The Sound Class</span><br />
 
''Author: [[Jeff Stephenson]]''<br />
 
''Author: [[Jeff Stephenson]]''<br />
 
''Date: 5 April 1988''</div>
 
''Date: 5 April 1988''</div>
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&nbsp;
 
&nbsp;
  
xxxxxxx body xxxxxxxx
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==<br /> The Sound Class ==
 +
 
 +
This is the class which allows sound to be played.
 +
 
 +
{|
 +
|width= "125"|In file:||game.sc
 +
|-
 +
|Inherits from:||Object
 +
|-
 +
|Inherited by:||none
 +
|}
 +
 
 +
 
 +
===<br /> Properties ===
 +
 
 +
<blockquote>
 +
==== done ====
 +
<blockquote>Set to TRUE after the sound has finished playing, FALSE while it is playing.</blockquote>
 +
 
 +
==== number ====
 +
<blockquote>The number of the sound.</blockquote>
 +
 
 +
==== priority ====
 +
<blockquote>The priority of the sound if multiple sounds are playing. Most sound effects should have the default priority of 0. More important sounds (say an error beep) should have positive priorities — the more important the higher the priority. Less important sounds (background music) should have negative priorities. This will allow sound effects to override background music (which will resume at the appropriate point) and error beeps to override sound effects.</blockquote>
 +
 
 +
==== signal ====
 +
<blockquote>This is a bit-mapped property used to set characteristics of the sound. Its bits are defined in base.sh. Only one bit, blockingSnd, is currently defined. When it is set, the sound blocks when it is playing — all game play stops until the sound is complete. Sampled sound effects are blocking sounds by default, and needn't have this bit set.</blockquote>
 +
</blockquote>
 +
 
 +
===<br /> Methods ===
 +
 
 +
<blockquote>
 +
==== init: ====
 +
<blockquote>Initialize the sound and set any appropriate bits in signal to indicate the sound's nature.</blockquote>
 +
 
 +
==== play: ====
 +
<blockquote>Start the sound playing and add it to sounds, the list of sounds which are playing.</blockquote>
 +
 
 +
==== dispose: ====
 +
<blockquote>Stop the sound.</blockquote>
 +
</blockquote>
  
 
&nbsp;
 
&nbsp;
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&nbsp;
 
&nbsp;
  
<span style="float: left">[[Script Classes for Adventure Games/|&lt; Previous: ]]</span>
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<span style="float: left">[[Script Classes for Adventure Games/Cage Class|&lt; Previous: The Cage Class]]</span>
<span style="float: right">[[Script Classes for Adventure Games/|Next: &gt;]]</span>
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<span style="float: right">[[Script Classes for Adventure Games/StatusLine Class|Next: The StatusLine Class &gt;]]</span>
  
 
&nbsp;
 
&nbsp;

Latest revision as of 02:02, 11 December 2015

Official SCI Documentation

Chapter: 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14
15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | Index


The Sound Class

Author: Jeff Stephenson

Date: 5 April 1988

 


The Sound Class

This is the class which allows sound to be played.

In file: game.sc
Inherits from: Object
Inherited by: none



Properties

done

Set to TRUE after the sound has finished playing, FALSE while it is playing.

number

The number of the sound.

priority

The priority of the sound if multiple sounds are playing. Most sound effects should have the default priority of 0. More important sounds (say an error beep) should have positive priorities — the more important the higher the priority. Less important sounds (background music) should have negative priorities. This will allow sound effects to override background music (which will resume at the appropriate point) and error beeps to override sound effects.

signal

This is a bit-mapped property used to set characteristics of the sound. Its bits are defined in base.sh. Only one bit, blockingSnd, is currently defined. When it is set, the sound blocks when it is playing — all game play stops until the sound is complete. Sampled sound effects are blocking sounds by default, and needn't have this bit set.


Methods

init:

Initialize the sound and set any appropriate bits in signal to indicate the sound's nature.

play:

Start the sound playing and add it to sounds, the list of sounds which are playing.

dispose:

Stop the sound.

 

Notes


 

Table of Contents

 

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