Difference between revisions of "FF8/Field/Script/Opcodes/0BC EFFECTPLAY"

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(Created page with "* Opcode: '''0x0BC''' * Short name: '''EFFECTPLAY''' * Long name: Play sound effect ==== Argument ==== none ==== Stack ==== :''FF8Audio Field ID -7850'' :''Sound channel (m...")
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Revision as of 09:47, 31 January 2014

  • Opcode: 0x0BC
  • Short name: EFFECTPLAY
  • Long name: Play sound effect

Argument

none

Stack

FF8Audio Field ID -7850
Sound channel (must be power of 2)
(volume related?)
(volume related?)
EFFECTPLAY

Description

Plays a sound effect through the given sound channel. The channel is important because it's the parameter used in SESTOP to halt a specific sound effect (and also to avoid multiple sounds from silencing each other).

Unlike EFFECTPLAY2 which requires the field to have a list of sound IDs, this loads and plays a sound directly from the DAT based on its index in the FMT file, but with 7850 subtracted from it (That's where field IDs start counting for some reason). You'll need FF8Audio to find these IDs (FF8SND skips blank entries, which the game actually counts). For example, when you touch a save point, it calls EFFECTPLAY on sound 30, which turns out to be sound 7880 in field IDs.