You can control a multimedia hardware using MCI by either sending commands like Windows messages or by sending string messages to the MCI. However, in this writing we will focus on MCI (Media Control Interface) as it is one of the high-level easy-to-use interfaces for controlling all media types. IntroductionĪctually, there are many ways to record and play sound files. Besides this, there are sample applications written by C and C# attached with the article. In the last section we will have a look at. Our demonstration examples in this writing will be in C. Then we will look on how you can utilize those types and functions in your C or C# application. We will begin by a discussion to types and functions required to accomplish our tasks. If you need an introduction to MCI refer to the MSDN documentation. Instead, it provides technical discussion of what we will need to use to record and to play sound files. This writing does not involve a discussion or even an introduction to MCI. Note: flag 128 is CHAN_AREA, which is specific to sector sounds and cannot be used with A_PlaySound.This writing will focus on how you can record sound from an input device and how you can play sound files using MCI (Media Control Interface) in C and C#. If they are different, the playing sound is overridden regardless. This is only the case if both sounds are the same. CHAN_NOSTOP (4096) - Do not override the sound that is currently playing on the same channel with this one.CHAN_NOPAUSE (64) - Sound is not paused by menus and will play through time-stopping powerup effects.CHAN_UI (32) - Sound is considered an interface sound and is not recorded into savegames.CHAN_MAYBE_LOCAL (16) - Sound is subject to compat_silentpickup and will not play if the sound is made by an actor other than the local player's camera when compatibility flag is enabled.CHAN_LISTENERZ (8) - Sound is played from the listener's Z-height.The slot parameter can be further combined (using the | operator) with the following modifier flags: These constants can also be represented as numbers, such as: A_PlaySound("sound/name", 5). CHAN_BODY (4) - The default, for historical reasons.The following constants can be used for sound slots: If none of the channels are free, the sound is played on slot 0, overriding any sound playing there.
#Play sounds in unity free
Playing a sound on a channel overrides any sound playing on the same channel, except for 0 (aka CHAN_AUTO), which first searches for a free channel, starting from 7 and decreasing until a free channel is found. Standard pitch is 1.0 - lower values will slow down the sound, and higher will speed it up.Ī_PlaySound supports playing sounds on eight sound channels (while A_StartSound supports more than that), indexed from 0 to 7. Default is 0, which means the engine will use whatever pitch shift (range) is defined in SNDINFO, if any. pitch: the sound pitch to play the sound with.Also, the sound is played with ATTN_NONE. local: If true, the sound is played if the player is either looking out the calling actor's eyes, or the calling actor is the player and the player is looking out the eyes of a non- monster actor.ATTN_STATIC - Fades quickly (inaudible from 512 units).įor example, if you want to have a sound play at the specified volume regardless of distance (anywhere on the map), use ATTN_NONE.
Looping sounds can be stopped by using A_StopSound or playing another sound on the same channel. slot: the sound slot used for the sound.whattoplay: the desired sound to play.Compatibility with future GZDoom versions is not guaranteed. While some functionality may be retained for the purposes of backwards-compatibility, authors are strongly discouraged from utilizing this feature in future projects and to instead use A_StartSound. Warning: The feature described on this page has been deprecated, and will no longer be supported or updated by the GZDoom developers.