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- +===============================================+
- | 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.
-