Game Development Reference
In-Depth Information
Property Description
S3E_SOUND_DEFAULT_FREQ This is the default frequency that will be used
when starting playback on a sound channel. If all
our sound waveforms have the same sample rate,
it is possible to write to this property once and
not have to set the sample rate explicitly when
playing each individual sound.
S3E_SOUND_NUM_CHANNELS A read-only value indicating the maximum
number of simultaneous sounds that can be
played.
S3E_SOUND_USED_CHANNELS A read-only value that shows which sound
channels are currently in use. This is returned
as a bit mask with the least significant bit
relating to sound channel 0. This value could
be used to determine an available sound
channel, but for future compatibility using
s3eSoundGetFreeChannel to do this is
recommended.
S3E_SOUND_AVAILABLE A read-only value that returns 1 if s3eSound is
available on the device.
S3E_SOUND_VOLUME_DEFAULT A read-only value that is used as the default value
for the global sound volume. It can vary from
device to device and is intended to allow sound
output to be at a similar volume across all devices.
There are other values described in the Marmalade documentation, but we won't
cover them here as they are used for purposes such as custom sound stream
generation, which are beyond the scope of this topic.
Sound notifications
We have already seen how to use a polled method of detecting whether or not a
sound channel is currently playing, but sometimes it is useful to know exactly
when a sound sample has finished playing, for example, so we can immediately
start playing back a new sound effect.
Search WWH ::




Custom Search