media_play(STRING* name,BMAP* target, var volume)

media_loop(STRING* name,BMAP* target, var volume)

Plays a movie or audio stream from a file to the screen or to a texture or panel. Media_play plays the stream once, media_loop repeats it until it is explicitly stopped. As many movie, sound or music files as supported by the hardware can be played simultaneously - for instance, to play two midi files at the same time you'd normally need two sound cards. All file formats supported by installed CODECs can be played with this instruction - .avi, .mpg, .divx, .wmv, .wma, .wav, .mid, .mp3, .ogg and so on, even some still image formats like .bmp or .jpg.

Parameters:

name Name of the multimedia file. The file must exist in the game folder, it won't be found in the path or in a resource .
target Pointer to a bmap that serves as target texture for the video stream, or NULL. The bmap must be a 16 bit texture without alpha channel, like from a .pcx or .bmp image. If at NULL, the video is played on the whole window or screen.
volume Individual audio volume of the stream, 0 ..100. The master volume for all streams is controlled by the midi_vol variable

Modifies:

media_handle - this variable is automatically set to the handle of the last played movie or audio file.

Returns:

Handle of the multimedia stream, or 0 if the stream couldn't be played.

Speed:

Medium

Edition:

A6C
A7  all editions

Remarks:

Example:

// Play music "ribanna.mid" at 50% volume endlessly.
handle = media_loop("ribanna.mid",NULL,50);
// Play movie "news.avi" on the tv_model entity with maximum volume
media_play("news.avi",bmap_for_entity(tv_model,0),100); 
// Play movie "news.mpg" on the full screen with maximum volume
media_play("news.mpg",NULL,100); 

See also:

media_pause, media_playing, media_start, media_stop, media_tune, media_layer, media_handle, midi_vol, num_mediastreams, snd_loop

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