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_IMoaDrSound2PIMoaDrSound2CID_IMoaDrSound2IMoaDrSoundIID_IMoaDrSoundPIMoaDrSoundIMoaUnknownPlaySound, 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 numberMoaErrorGetTime(MoaUlong iChannel, MoaUlong* pTime))
iChannel - Sound channel numberpTime - Time from beginning of sound (in milliseconds)MoaErrorPlaySound(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.MoaErrorpSoundStream. 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 pCuePointListpProxyChannel - Sprite channel playing the sound. This parameter can be set to Null.MoaErrorpSoundStream. 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)MoaErrorStopSound(MoaUlong iChannel, MoaUlong* pTime)
iChannel - Sound channel numberpTime - Time until sound stops (in milliseconds)MoaErrorSound(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.
MoaErrorIMoaDrSound2 interface