snd_play ( SOUND*, var Volume, var Balance);

snd_loop ( SOUND*, var Volume, var Balance);

Snd_play plays a previously defined SOUND with the volume given (0..100). Snd_loop plays the sound endlessly until it is stopped explicitly. The instruction returns a handle number which allows further manipulation or prematurely stopping the sound. The handle is valid as long as this sound plays. Use var_nsave for storing handles to prevent them from being overwritten with invalid values by a load instruction. The balance parameter gives the stereo position of the sound in percent (-100 .. +100). You can create an echo effect by playing the same sound twice, with a short delay in-between. Up to 32 sounds may be played simultaneously.

Parameters:

SOUND* Sound pointer
Volume volume (0..100).
Balance stereo balance (-100 .. +100). Negative values turns the sound to the left, positiv to the right speaker..

Returns:

Sound handle.

Speed:

Slow

Example:

SOUND* whamm = "whamm.wav";
var whamm_handle; 
... 
whamm_handle = snd_play(whamm, 100, 0);

See also:

ent_playsound, snd_stop, snd_tune, snd_playing