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-
- -- MOVIE 2.0 --
-
- MOVIE is in the Animation drawer.
-
- MOVIE 2.0 now supports VIDEO size and Anim5.
-
- Movie is a freeware utility which may be used to play back animations
- created by Sculpt Animate line of products. Movie was written by
- Dr. Eric Graham, author of SCULPT 3D, Sculpt-Animate 3D, Sculpt-Animate 4D,
- and Sculpt-Animate 4D Jr. Movie's sound capability was added by
- Ken Offer of Byte by Byte.
-
- The CLI syntax for MOVIE is:
- STACK 10000
- MOVIE animfile [audiofile]
- where "animfile" is the name of the RAM animation and "audiofile" is an
- optional audio specification file, as explained below.
-
- To run MOVIE from the Workbench, you need to have an icon attached to the
- animation. If the animation does not have an icon attached, one may be
- attached through the CLI by copying the ".info" file from an existing
- animation. Actually, any PROJECT type icon will do. The type of the icon
- may be checked by selecting the icon and pulling down the Workbench PROJECT
- menu to the Info submenu item. Let's assume you have the 'Kahnankas.anim'
- animation by Ken Offer in your external drive and a disk with the animation
- 'MyFirstAnim.anim' in your internal drive. The CLI command would be:
- Copy df1:Kahnankas.anim.info to df0:MyFirstAnim.anim.info
-
- To play the animation, hold down a SHIFT key and click the animation's
- icon, then (while still holding down the SHIFT key) double-click the MOVIE
- icon.
-
- If the animation icon's info structure (accessed through the Workbench's
- PROJECT menu INFO submenu command) has MOVIE specified as the DEFAULT TOOL
- and MOVIE is on the same directory, then you may run 0the animation just
- by double-clicking its icon. You may also tell your Amiga where you have
- the MOVIE program by clicking in the DEFAULT TOOL text gadget and typing
- in the path to the MOVIE program followed by a slash and the word MOVIE.
- MAKE CERTAIN THAT THE STACK IS SET IN THE INFO SCREEN TO AT LEAST 8000.
-
- You may add the animation author's name to the opening screen text by
- inserting it into the TOOL TYPES gadget of the animation's INFO screen.
- This is done by adding a line such as "AUTHORNAME=Author Name". Case
- is important. If we don't see the capital letters, you don't see the
- author's name. Omit the quotes.
-
- Another item which may be added to the TOOL TYPES is an audio
- specification file, an example might be "AUDIOSPECFILE=myanim.audio".
- The audio file tells Movie how and when to play back sampled sounds.
- To have audio, you must have some number of IFF 8SVX "one-shot" sound
- files (NOT instrument files) on the same directory as the animation,
- as well as an audio specification in the following format:
-
- +-----------------------------------------------------------
- |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). If the number is greater than
- n, the sound will not be played. You may not always know how many
- frames an animation has, so it's a little hard to "retrofit" a sound
- to an animation, but not too hard. The best approach is to make a
- guess at a frame number and try it, this will quickly tell you how
- close you are.
-
- 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.
-
- If the audio specification file cannot be found, no sound will be played.
-
-
-
- KNOWN BUGS:
-
- -- Amiga-N will cause unpleasant effects and a system lockup. This is
- because MOVIE makes assumtions about the viewport for speed's sake.
-
- -- A system file requester has the same effect as Amiga-N.
-