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Club Amiga de Montreal - CAM
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About_Sound
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Text File
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1986-11-20
|
3KB
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90 lines
+===============================================+
| Ken Offer |
| Byte-by-Byte Corporation. |
| Copyright (c) 1987 |
| NewMovie w/sound documentation. |
| November 17, 1987 |
+===============================================+
The version of Movie on this disk, NewMovie, has the capability of adding
sound to existing animations. This is a new version of Dr. Eric Graham's
movie. Note, however, that the version number has not changed.
NewMovie is a simple public domain animation program with digitized sound
playback. NewMovie uses several schemes to uncompress and display images in
real time. All images and sounds are pre-loaded prior to beginning the
animation.
Note that the IFF 8SVX sounds that newmovie reads are "one-shot-sounds"
only. Musical instrument files will not sound correct if used since they
are not one-shot-sounds. Sounds digitized through an IFF compatible sound
digitizer should do nicely.
If run from CLI, the proper syntax should be:
newmovie filename [audio-specification-file]
Where filename is the name of the animation to play and the audio-
specification-file is an optional file that describes what sounds to
load and how/when to play them.
From Workbench, simply double click the icon. In the tooltypes of the
icon you will find a AUDIOSPECFILE=filename if the file has an audio-
specification-file.
The audio-specification file should follow the format below:
+-----------------------------------------------------------
|IFFSoundFileName0
|IFFSoundFileName1
|IFFSoundFileName2
|
| ...and so on, ending the filenames with an '*'.
|
|*
|NForegroundSoundSeq (i.e. # of foreground sound frame sequences)
|Frame# Sound# (L for left channel, R for Right) Volume
|Frame# Sound# L or R Volume
|...
|NBackgroundSoundSeq (i.e. # of background sound frame sequences)
|Frame# Sound# (L for left channel, R for Right) Volume
|Frame# Sound# L or R Volume
|...
|
An Example is below:
+-------------------------------------------------------
|gong
|whistle
|*
|2
|0 0 L 64
|15 0 R 32
|1
|0 1 L 20
The above example will play one sound twice (2) in a cycling animation.
At frame 0, it will play sound 0 (gong) in the left speaker at maximum volume,
namely 64.
At frame 15, it will play sound 0 in the right speaker at half the
maximum volume, namely 32.
There is one background sound in this animation, which is a whistle, and
it starts on frame 0, plays in the left channel, with a volume of 20.
Valid frame numbers are 0 to n-1, where n is the number of frames in
your animation (in one complete cycle).
Valid sound numbers are 0 to n-1, where n is the number of sounds in
your animation.
Valid channels are L for left and R for right.
Valid volumes are 0 through 64.
Background sounds are sounds that start up the first time the desired
frame appears, and then cycle on their own until the program ends.