Difference between revisions of "FF8/Field/Script/Opcodes/021 EFFECTPLAY2"
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Plays a sound effect through the given sound channel. The channel is important because it's the parameter used in [[FF8/Field/Script/Opcodes/0CD_SESTOP|SESTOP]] to halt a specific sound effect (and to prevent multiple counds from silencing each other). AFAIK Channels go up to 2^20 (which is 1048576), so you can theoretically have 20 sounds playing at once. 0 doesn't seem like it's a usable channel, but this is untested. | Plays a sound effect through the given sound channel. The channel is important because it's the parameter used in [[FF8/Field/Script/Opcodes/0CD_SESTOP|SESTOP]] to halt a specific sound effect (and to prevent multiple counds from silencing each other). AFAIK Channels go up to 2^20 (which is 1048576), so you can theoretically have 20 sounds playing at once. 0 doesn't seem like it's a usable channel, but this is untested. | ||
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+ | Note: It seems each area can have a maximum of 32 sounds predefined (meaning sound ID 31 is the highest you can play with this). You have to use [[FF8/Field/Script/Opcodes/0BC EFFECTPLAY|EFFECTPLAY]] to use more than 32 sounds. |
Revision as of 10:32, 30 July 2014
- Opcode: 0x021
- Short name: EFFECTPLAY2
- Long name: Play sound effect
Argument
Field SFXID (in the SFX list for that field)
Stack
- Pan (0=left, 255=right)
- Volume (0-127)
- Channel (must be a power of 2)
- EFFECTPLAY2
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 to prevent multiple counds from silencing each other). AFAIK Channels go up to 2^20 (which is 1048576), so you can theoretically have 20 sounds playing at once. 0 doesn't seem like it's a usable channel, but this is untested.
Note: It seems each area can have a maximum of 32 sounds predefined (meaning sound ID 31 is the highest you can play with this). You have to use EFFECTPLAY to use more than 32 sounds.