This file documents both IMoaDrSound
and IMoaDrSound2
.
IMoaDrSound2
has all of the methods of IMoaDrSound
,
plus an additional PauseSound method. Use the IMoaDrSound
interface
with Director 6 and 7, and use the IMoaDrSound2
interface with
Director 8 and later. Note: the syntax in this file has been updated to C++
format from the original C format.
IID_IMoaDrSound
2PIMoaDrSound
2CID_IMoaDrSound
2IMoaDrSound
IID_IMoaDrSound
PIMoaDrSound
IMoaUnknown
PlaySound
, but has an additional pRawSoundStream
parameter.
IMoaDrSound2
interface.
- GetFreeSoundChannel(MoaUlong FAR * piChannel))
piChannel
- Sound channel numberMoaError
- GetSoundChannelCount(MoaUlong FAR * pCount)
pCount
- Number of sound channels availableMoaError
- GetSoundChannelStatus(MoaUlong iChannel)
iChannel
- Sound channel numberMoaError
GetTime(MoaUlong iChannel, MoaUlong* pTime))
iChannel
- Sound channel numberpTime
- Time from beginning of sound (in milliseconds)MoaError
PlaySound(MoaUlong iChannel, PIMoaStream pSoundStream,
ConstPMoaChar psSoundFormat,
PMoaMmValue pProxyChannel)
iChannel
- Sound channel numberpSoundStream
- Stream containing sound datapsSoundFormat
- String representing sound data formatpProxyChannel
- Sprite channel playing the sound. This parameter can be set to NULL.MoaError
pSoundStream
. Playback
conforms to the lifetime of the sprite referred to by pProxyChannel
.
If a sound is already playing in the specified channel, this sound will supersede
it.
- PlaySoundRaw(MoaUlong iChannel,
- PIMoaStream pRawSoundStream,
PMoaSoundFormat pSndFormat,
PMoaMmCuePoint pCuePointList,
MoaUlong nCuePoints,
PMoaMmValue pProxyChannel)
iChannel
- Sound channel numberpRawSoundStream
- Stream containing sound datapSndFormat
- Pointer to a Moa sound format structure containing information about the
structure of the sound. This parameter cannot be left blank.pCuePointList
- List of sound cue pointsnCuePoints
- Number of items in pCuePointList
pProxyChannel
- Sprite channel playing the sound. This parameter can be set to Null.MoaError
pSoundStream
. Playback conforms to the
lifetime of the sprite referred to by pProxyChannel
. If a sound
is already playing in the specified channel, this sound will supersede it.
SetSoundChannelVolume(MoaUlong iChannel, MoaUshort nVolume)
iChannel
- Sound channel numbernVolume
- Volume level setting (range: 0 - 255)MoaError
StopSound(MoaUlong iChannel, MoaUlong* pTime)
iChannel
- Sound channel numberpTime
- Time until sound stops (in milliseconds)MoaError
Sound(
MoaUlong iChannel, MoaBoolParam*
bPauseState)
iChannel
- Sound channel numberbPauseState
- Boolean value specifying whether to pause the sound. Enter True
to pause sound playback, enter False
to resume sound playback.
MoaError
IMoaDrSound2
interface