DemoGL::Reference::ScriptSyntax::_SOUNDSYSTEM

_SOUNDSYSTEM

Below are the definitions for all the commands which can be specified with the _SOUNDSYSTEM object in the script. You can add as much whitespace around commands and object names in the scriptcommands as you like, these will be stripped off anyway.

All the commands below are prefixed with the timeline position in milliseconds when the command should be executed. This timeline position can be negative, which means the command is executed prior application execution. All negative timeline events are executed at once, prior to the start of the application, in the order on the timeline, so more negative times come first.

Example:

1000;LOADMP3;mycooltune.mp3;MP3_1;1;

This will load at timeline spot 1000, which is after 1 second, the MP3 'mycooltune.mp3' and assing 'MP3_1' to it as ElementScriptID. The element should use 3D sound.


LOADMP3
_SOUNDSYSTEM;LOADMP3;Filename;ElementScriptID;Uses 3D;
Loads a sound element of type DGL_SS_MP3ELEMENT.

Filename
Specifies the name of the file which contains the DGL_SS_MP3ELEMENT data to load.
Type: string.
ElementScriptID
Specifies the ElementScriptID for the sound element to load. Should be unique.
Type: string.
Uses 3D
Specifies if the sound element uses 3D sound logic (1) or not (0).
Type: integer.

See equivalent: DEMOGL_SoundSystemLoadElement.


PLAYMP3
_SOUNDSYSTEM;PLAYMP3;ElementScriptID;Start position;Volume;Panning;Loop;ChannelScriptID;
Starts/plays a sound element of type DGL_SS_MP3ELEMENT with ID ElementScriptID on the channel with ID ChannelScriptID.

ElementScriptID
Specifies the ElementScriptID for the sound element to play. Should be loaded first.
Type: string.
Start position
Specifies the start position of the play of the sound data. In miliseconds.
Type: long.
Volume
Specifies the volume the sound should be started on. Uses logaritmic scale. Has no effect on 3D enabled sound elements.
Type: integer, value in the range of [0,100].
Panning
Specifies the panning of the sound. Has no effect on 3D enabled sound elements.
Type: integer, value in the range of [-100, 100].
Loop
Specifies if the playback of the sound data should be restarted at the beginning when the end of the sounddata is reached (1) or not (0).
Type: integer.
ChannelScriptID
Specifies the ID of the channel on which the playback will be started. This ID can then be used to refer to the channel when properties of that channel should be changed.
Type: string.

See equivalent: DEMOGL_SoundSystemStartElement. Conversion between ElementScriptID and ElementCodeID is needed with that function. Use DEMOGL_SoundSystemElementScriptID2ElementCodeID for that.


STOPMP3
_SOUNDSYSTEM;STOPMP3;ChannelScriptID;
Stops the playback of a sound channel with ID ChannelScriptID which plays data owned by a sound element of type DGL_SS_MP3ELEMENT. Playback can't be resumed and should be restarted using PLAYMP3.

ChannelScriptID
Specifies the ID of the channel which the playback should be stopped.
Type: string.

See equivalent: DEMOGL_SoundSystemStopChannel. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


PAUSEMP3
_SOUNDSYSTEM;PAUSEMP3;ChannelScriptID;
Pauses the playback of a sound channel with ID [ChannelScriptID] which plays data owned by a sound element of type DGL_SS_MP3ELEMENT.

ChannelScriptID
Specifies the ID of the channel which the playback should be paused.
Type: string.

See equivalent: DEMOGL_SoundSystemPauseChannel. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


CONTINUEMP3
_SOUNDSYSTEM;CONTINUEMP3;ChannelScriptID;
Continues a paused playback of a sound channel with ID ChannelScriptID which plays data owned by a sound element of type DGL_SS_MP3ELEMENT.

ChannelScriptID
Specifies the ID of the channel which the playback should be resumed.
Type: string.

See equivalent: DEMOGL_SoundSystemContinueChannel. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


SEEKINMP3
_SOUNDSYSTEM;SEEKINMP3;ChannelScriptID;Start position;
Resumes the active playback of a sound channel with ID ChannelScriptID which plays data owned by a sound element of type DGL_SS_MP3ELEMENT at the position Start position.

ChannelScriptID
Specifies the ID of the channel which the playback should be resumed at the given start position.
Type: string.
start position
Specifies the re-start position of the play of the sound data. In miliseconds.
Type: long.

See equivalent: DEMOGL_SoundSystemSeekInChannel. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


EAXMIXMP3
_SOUNDSYSTEM;EAXMIXMP3;ChannelScriptID;Mix value;
Sets the reverb mixing value for the MP3 playing on channel with ID ChannelScriptID.

ChannelScriptID
Specifies the ID of the channel which EAX reverb mixing value should be set.
Type: string.
Mix value
Specifies the reverd mixing value. Legal values fall in the range of [-1.0, 1.0]. Has no effect on 3D enabled sound channels
Type: float.

See equivalent: DEMOGL_SoundSystemSetEAXMixChannel. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


SETVOLUMEMP3
_SOUNDSYSTEM;SETVOLUMEMP3;ChannelScriptID;Volume;
Sets the volume for the MP3 playing on channel with ID ChannelScriptID, using a logaritmic scale.

ChannelScriptID
Specifies the ID of the channel which EAX reverb mixing value should be set.
Type: string.
Volume
Specifies the volume value to be set. Uses logaritmic scale. Has no effect on 3D enabled sound elements.
Type: integer, value in the range of [0,100].

See equivalent: DEMOGL_SoundSystemSetChannelAttributes. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


SETPANMP3
_SOUNDSYSTEM;SETPANMP3;ChannelScriptID;Panning;
Sets the panning for the MP3 playing on channel with ID ChannelScriptID, using a linear scale.

ChannelScriptID
Specifies the ID of the channel which EAX reverb mixing value should be set.
Type: string.
Panning
Specifies the panning of the sound. Has no effect on 3D enabled sound elements.
Type: integer, value in the range of [-100, 100].

See equivalent: DEMOGL_SoundSystemSetChannelAttributes. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


FREEMP3
_SOUNDSYSTEM;FREEMP3;ElementScriptID;
Removes the sound element with ID ElementScriptID from the soundsystem. The opposite of LoadMP3

ElementScriptID
Specifies the ID of the sound element which should be removed. Type: string.

See equivalent: DEMOGL_SoundSystemFreeElement. Conversion between ElementScriptID and ElementCodeID is needed with that function. Use DEMOGL_SoundSystemElementScriptID2ElementCodeID for that.


LOADMOD
_SOUNDSYSTEM;LOADMOD;Filename;ElementScriptID;Uses 3D;
Loads a sound element of type DGL_SS_MODELEMENT.

Filename
Specifies the name of the file which contains the DGL_SS_MODELEMENT data to load.
Type: string.
ElementScriptID
Specifies the ElementScriptID for the sound element to load. Should be unique.
Type: string.
Uses 3D
Specifies if the sound element uses 3D sound logic (1) or not (0).
Type: integer.

See equivalent: DEMOGL_SoundSystemLoadElement.


PLAYMOD
_SOUNDSYSTEM;PLAYMOD;ElementScriptID;Start position;Volume;Panning;Loop;ChannelScriptID;
Starts/plays a sound element of type DGL_SS_MODELEMENT with ID ElementScriptID on the channel with ID ChannelScriptID.

ElementScriptID
Specifies the ElementScriptID for the sound element to play. Should be loaded first.
Type: string.
start position
Specifies the start position of the play of the sound data. SPecified in ROW/ORDER format: highword is row, lowword is order. Can be hexadecimal number, like 0xNumber.
Volume
Specifies the volume the sound should be started on. Uses logaritmic scale. Has no effect on 3D enabled sound elements.
Type: integer, value in the range of [0,100].
Panning
Specifies the panning of the sound. Has no effect on 3D enabled sound elements.
Type: integer, value in the range of [-100, 100].
Loop
Specifies if the playback of the sound data should be restarted at the beginning when the end of the sounddata is reached (1) or not (0).
Type: integer.
ChannelScriptID
Specifies the ID of the channel on which the playback will be started. This ID can then be used to refer to the channel when properties of that channel should be changed.
Type: string.

See equivalent: DEMOGL_SoundSystemStartElement. Conversion between ElementScriptID and ElementCodeID is needed with that function. Use DEMOGL_SoundSystemElementScriptID2ElementCodeID for that.


STOPMOD
_SOUNDSYSTEM;STOPMOD;ChannelScriptID;
Stops the playback of a sound channel with ID ChannelScriptID which plays data owned by a sound element of type DGL_SS_MODELEMENT. Playback can't be resumed and should be restarted using PLAYMOD.

ChannelScriptID
Specifies the ID of the channel which the playback should be stopped.
Type: string.

See equivalent: DEMOGL_SoundSystemStopChannel. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


PAUSEMOD
_SOUNDSYSTEM;PAUSEMOD;ChannelScriptID;
Pauses the playback of a sound channel with ID [ChannelScriptID] which plays data owned by a sound element of type DGL_SS_MODELEMENT.

ChannelScriptID
Specifies the ID of the channel which the playback should be paused.
Type: string.

See equivalent: DEMOGL_SoundSystemPauseChannel. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


CONTINUEMOD
_SOUNDSYSTEM;CONTINUEMOD;ChannelScriptID;
Continues a paused playback of a sound channel with ID ChannelScriptID which plays data owned by a sound element of type DGL_SS_MODELEMENT.

ChannelScriptID
Specifies the ID of the channel which the playback should be resumed.
Type: string.

See equivalent: DEMOGL_SoundSystemContinueChannel. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


SEEKINMOD
_SOUNDSYSTEM;SEEKINMOD;ChannelScriptID;Start position;
Resumes the active playback of a sound channel with ID ChannelScriptID which plays data owned by a sound element of type DGL_SS_MODELEMENT at the position Start position.

ChannelScriptID
Specifies the ID of the channel which the playback should be resumed at the given start position.
Type: string.
start position
Specifies the re-start position of the play of the sound data. SPecified in ROW/ORDER format: highword is row, lowword is order. Can be hexadecimal number, like 0xNumber.
Type: long.

See equivalent: DEMOGL_SoundSystemSeekInChannel. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


EAXMIXMOD
_SOUNDSYSTEM;EAXMIXMOD;ChannelScriptID;Mix value;
Sets the reverb mixing value for the MOD playing on channel with ID ChannelScriptID.

ChannelScriptID
Specifies the ID of the channel which EAX reverb mixing value should be set.
Type: string.
Mix value
Specifies the reverd mixing value. Legal values fall in the range of [-1.0, 1.0]. Has no effect on 3D enabled sound channels
Type: float.

See equivalent: DEMOGL_SoundSystemSetEAXMixChannel. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


SETVOLUMEMOD
_SOUNDSYSTEM;SETVOLUMEMOD;ChannelScriptID;Volume;
Sets the volume for the MOD playing on channel with ID ChannelScriptID, using a logaritmic scale.

ChannelScriptID
Specifies the ID of the channel which EAX reverb mixing value should be set.
Type: string.
Volume
Specifies the volume value to be set. Uses logaritmic scale. Has no effect on 3D enabled sound elements.
Type: integer, value in the range of [0,100].

See equivalent: DEMOGL_SoundSystemSetChannelAttributes. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


SETPANMOD
_SOUNDSYSTEM;SETPANMOD;ChannelScriptID;Panning;
Sets the panning for the MOD playing on channel with ID ChannelScriptID, using a linear scale.

ChannelScriptID
Specifies the ID of the channel which EAX reverb mixing value should be set.
Type: string.
Panning
Specifies the panning of the sound. Has no effect on 3D enabled sound elements.
Type: integer, value in the range of [-100, 100].

See equivalent: DEMOGL_SoundSystemSetChannelAttributes. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


FREEMOD
_SOUNDSYSTEM;FREEMOD;ElementScriptID;
Removes the sound element with ID ElementScriptID from the soundsystem. The opposite of LoadMOD

ElementScriptID
Specifies the ID of the sound element which should be removed. Type: string.

See equivalent: DEMOGL_SoundSystemFreeElement. Conversion between ElementScriptID and ElementCodeID is needed with that function. Use DEMOGL_SoundSystemElementScriptID2ElementCodeID for that.


LOADSMPL
_SOUNDSYSTEM;LOADSMPL;Filename;ElementScriptID;Uses 3D;
Loads a sound element of type DGL_SS_SAMPLEELEMENT.

Filename
Specifies the name of the file which contains the DGL_SS_SAMPLEELEMENT data to load.
Type: string.
ElementScriptID
Specifies the ElementScriptID for the sound element to load. Should be unique.
Type: string.
Uses 3D
Specifies if the sound element uses 3D sound logic (1) or not (0).
Type: integer.

See equivalent: DEMOGL_SoundSystemLoadElement.


PLAYSMPL
_SOUNDSYSTEM;PLAYSMPL;ElementScriptID;Start position;Volume;Panning;Loop;ChannelScriptID;
Starts/plays a sound element of type DGL_SS_SAMPLEELEMENT with ID ElementScriptID on the channel with ID ChannelScriptID.

ElementScriptID
Specifies the ElementScriptID for the sound element to play. Should be loaded first.
Type: string.
Start position
Specifies the start position of the play of the sound data. In bytes.
Type: long.
Volume
Specifies the volume the sound should be started on. Uses logaritmic scale. Has no effect on 3D enabled sound elements.
Type: integer, value in the range of [0,100].
Panning
Specifies the panning of the sound. Has no effect on 3D enabled sound elements.
Type: integer, value in the range of [-100, 100].
Frequency
Specifies the frequency of the sound output.
Type: integer, value in the range of [0,44100] to specify a frequency or -1, to keep the DGL_SS_SAMPLEELEMENT's frequency stored with the filedata.
Loop
Specifies if the playback of the sound data should be restarted at the beginning when the end of the sounddata is reached (1) or not (0).
Type: integer.
ChannelScriptID
Specifies the ID of the channel on which the playback will be started. This ID can then be used to refer to the channel when properties of that channel should be changed.
Type: string.

See equivalent: DEMOGL_SoundSystemStartElement. Conversion between ElementScriptID and ElementCodeID is needed with that function. Use DEMOGL_SoundSystemElementScriptID2ElementCodeID for that.


STOPSMPL
_SOUNDSYSTEM;STOPSMPL;ChannelScriptID;
Stops the playback of a sound channel with ID ChannelScriptID which plays data owned by a sound element of type DGL_SS_SAMPLEELEMENT. Playback can't be resumed and should be restarted using PLAYSMPL.

ChannelScriptID
Specifies the ID of the channel which the playback should be stopped.
Type: string.

See equivalent: DEMOGL_SoundSystemStopChannel. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


PAUSESMPL
_SOUNDSYSTEM;PAUSESMPL;ChannelScriptID;
Pauses the playback of a sound channel with ID [ChannelScriptID] which plays data owned by a sound element of type DGL_SS_SAMPLEELEMENT.

ChannelScriptID
Specifies the ID of the channel which the playback should be paused.
Type: string.

See equivalent: DEMOGL_SoundSystemPauseChannel. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


CONTINUESMPL
_SOUNDSYSTEM;CONTINUESMPL;ChannelScriptID;
Continues a paused playback of a sound channel with ID ChannelScriptID which plays data owned by a sound element of type DGL_SS_SAMPLEELEMENT.

ChannelScriptID
Specifies the ID of the channel which the playback should be resumed.
Type: string.

See equivalent: DEMOGL_SoundSystemContinueChannel. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


SEEKINSMPL
_SOUNDSYSTEM;SEEKINSMPL;ChannelScriptID;Start position;
Resumes the active playback of a sound channel with ID ChannelScriptID which plays data owned by a sound element of type DGL_SS_SAMPLEELEMENT at the position Start position.

ChannelScriptID
Specifies the ID of the channel which the playback should be resumed at the given start position.
Type: string.
Start position
Specifies the start position of the play of the sound data. In bytes.
Type: long.

See equivalent: DEMOGL_SoundSystemSeekInChannel. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


EAXMIXSMPL
_SOUNDSYSTEM;EAXMIXSMPL;ChannelScriptID;Mix value;
Sets the reverb mixing value for the SMPL playing on channel with ID ChannelScriptID.

ChannelScriptID
Specifies the ID of the channel which EAX reverb mixing value should be set.
Type: string.
Mix value
Specifies the reverd mixing value. Legal values fall in the range of [-1.0, 1.0]. Has no effect on 3D enabled sound channels
Type: float.

See equivalent: DEMOGL_SoundSystemSetEAXMixChannel. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


SETVOLUMESMPL
_SOUNDSYSTEM;SETVOLUMESMPL;ChannelScriptID;Volume;
Sets the volume for the SMPL playing on channel with ID ChannelScriptID, using a logaritmic scale.

ChannelScriptID
Specifies the ID of the channel which EAX reverb mixing value should be set.
Type: string.
Volume
Specifies the volume value to be set. Uses logaritmic scale. Has no effect on 3D enabled sound elements.
Type: integer, value in the range of [0,100].

See equivalent: DEMOGL_SoundSystemSetChannelAttributes. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


SETPANSMPL
_SOUNDSYSTEM;SETPANSMPL;ChannelScriptID;Panning;
Sets the panning for the SMPL playing on channel with ID ChannelScriptID, using a linear scale.

ChannelScriptID
Specifies the ID of the channel which EAX reverb mixing value should be set.
Type: string.
Panning
Specifies the panning of the sound. Has no effect on 3D enabled sound elements.
Type: integer, value in the range of [-100, 100].

See equivalent: DEMOGL_SoundSystemSetChannelAttributes. Conversion between ChannelScriptID and ChannelCodeID is needed with that function. Use DEMOGL_SoundSystemChannelScriptID2ChannelCodeID for that.


FREESMPL
_SOUNDSYSTEM;FREESMPL;ElementScriptID;
Removes the sound element with ID ElementScriptID from the soundsystem. The opposite of LoadSMPL

ElementScriptID
Specifies the ID of the sound element which should be removed. Type: string.

See equivalent: DEMOGL_SoundSystemFreeElement. Conversion between ElementScriptID and ElementCodeID is needed with that function. Use DEMOGL_SoundSystemElementScriptID2ElementCodeID for that.


SETEAXENV
_SOUNDSYSTEM;SETEAXENV;EAX Environment constant;Reverb volume;Decay;Damp;
Sets the global EAX environment settings, affecting all playing sound channels.

EAX Environment constant
Constant to specify a predefined EAX environment setting. See DEMOGL_SoundSystemSetEAXEnv and DemoGL_Bass.h.
Type: integer.
Reverb volume
Specifies the volume of the reverb, i.e. the amount of reverb. Type: float. Legal values fall in the range [0.0, 1.0], and <0.0 leaves current setting untouched
Decay
Specifies the time in seconds it takes the reverb to diminish by 60dB. Type: float. Legal values fall in the range [0.1, 20.0], and 0.0 leaves current setting untouched
Damp
Specifies the damping of the sound, which frequency area should decay faster: higher or lower frequencies. Type: float. Legal values are: 0.0: high frequencies decay quickest, 1.0: low/high frequencies decay equally, 2.0: low frequencies decay quickest. Specifying a value < 0.0 leaves the current value for fDamp untouched.

See equivalent: DEMOGL_SoundSystemSetEAXEnv.


SETVOLUME
_SOUNDSYSTEM;SETVOLUME;Volume;
Sets the global output volume for all sound, using a logaritmic scale.

Volume
Specifies the volume value to be set. Uses logaritmic scale. Has no effect on 3D enabled sound elements.
Type: integer, value in the range of [0,100].

See equivalent: DEMOGL_SoundSystemSetVolume.


STOPALL
_SOUNDSYSTEM;STOPALL;
Stops all playback of all channels. Cannot be resumed, all channels have to be restarted using the PLAY[element type] commands.

See equivalent: DEMOGL_SoundSystemStopAll.


PAUSEALL
_SOUNDSYSTEM;PAUSEALL;
Pauses all playback of all channels. Can be resumed by using CONTINUEALL.

See equivalent: DEMOGL_SoundSystemPauseAll.


CONTINUEALL
_SOUNDSYSTEM;CONTINUEALL;
Resumes the paused playback of all channels, which are paused using the PAUSEALL command.

See equivalent: DEMOGL_SoundSystemContinueAll.


Requirements.
DemoGL v1.3 (build 0112 or higher)


Last changed on 20-jan-2001

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