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GML_SOUNDS

Benedict Jäggi

The SOUNDS structure

This is the most easy structure, so it comes first.

A SOUND just contains a filename and an intern name.

Create an array named SOUNDS in your GML structure and fill it with entries constructed of the following values:

PrimarySecondaryDefaultDescription
INTERN------The intern name of the sound, which is used by the interpeter and by scripts. This name has to be unique.
FILE------The name of the file which should be played.
FOLDER------(OPTIONAL Parameter) The directory containing the sound file. Seen from the directory of "this" GML-file.

Next: The LOCATIONS structure

Developer: Sounds in code

As of version 0.7.0, each GML structure has its own parser.

The parser for the sounds is GMLParser_SOUNDS.

Add the parser to your project with:
GMLParser.addParser("SOUNDS",new GMLParser_SOUNDS());

Get the parser for getting values:
var sounds = GMLParser.getParser("SOUNDS").sounds;

As you see, you get the sounds-array from the "SOUNDS" parser.

Each item in this array has the following entries:

GML NameParser value/function (sounds[x].Y)
INTERNgetIntern()
FILEsoundFile
FOLDERfolder
**audio
***duration

The folder-variable contains the FULL path while the FOLDER-tag in GML contains a relative path.

** The audio data loaded from the FILE-name (in the interpreter).
*** The duration of this audio file. (Calculated in the interpreter.)

Next: The LOCATIONS structure


Related

Wiki: GIML_Structure
Wiki: GML_GLOBALS
Wiki: GML_ROOMS
Wiki: Home

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