Difference between revisions of "0AAC"

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__NOTOC__
 
__NOTOC__
 
This opcode loads an MP3 file from the given path. It is used in conjunction with opcodes [[0AAB]] and [[0AAD]]
 
This opcode loads an MP3 file from the given path. It is used in conjunction with opcodes [[0AAB]] and [[0AAD]]
[[Sanny Builder]] example:<source lang="scm">0AAC: $hMP3 = load_mp3 "CLEO\playlist\01.mp3"
+
[[Sanny Builder]] example:<source lang="scm">0AAC: 0@ = load_mp3 "CLEO\playlist\01.mp3"
 
</source>
 
</source>
  
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         0AAB:  file_exists "CLEO\playlist\01.mp3"
 
         0AAB:  file_exists "CLEO\playlist\01.mp3"
 
then
 
then
     0AAC: $hMP3 = load_mp3 "CLEO\playlist\01.mp3"
+
     0AAC: 0@ = load_mp3 "CLEO\playlist\01.mp3"
 
else
 
else
 
     jump @START
 
     jump @START
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:SECOND
 
:SECOND
 
wait 1000 ms
 
wait 1000 ms
0AAD: set_mp3 $hMP3 perform_action 1
+
0AAD: set_mp3 0@ perform_action 1
 
0A93: end_custom_thread
 
0A93: end_custom_thread
 
</source>
 
</source>
  
 
==Keywords==
 
==Keywords==
load, mp3
+
load, mp3, audio, sound
  
 
==See also==
 
==See also==

Revision as of 21:15, 22 March 2010

{{{games}}}


Description
Loads an MP3 file from given path
Syntax
{{{syntax1}}}
Parameter

This opcode loads an MP3 file from the given path. It is used in conjunction with opcodes 0AAB and 0AAD

Sanny Builder example:

0AAC: 0@ = load_mp3 "CLEO\playlist\01.mp3"

Examples

The following code is only an example and has not been tested nor is it complete, thus meaning it should not be copied and compiled.

:START
wait 0 ms
if
    Player.Defined($PLAYER_CHAR)
jf @START
if and
    0AB0: key_pressed 77 //M
        0AAB:  file_exists "CLEO\playlist\01.mp3"
then
    0AAC: 0@ = load_mp3 "CLEO\playlist\01.mp3"
else
    jump @START
end

:SECOND
wait 1000 ms
0AAD: set_mp3 0@ perform_action 1
0A93: end_custom_thread

Keywords

load, mp3, audio, sound

See also

Notes

The MP3 opcodes have been known to cause crashes on some occasions. Take care when using these opcodes.