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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 is a usable channel, but it has special and confusing properties, so it's best not to use it.==== Description ====
Created page with "* Opcode: '''0x021''' * Short name: '''EFFECTPLAY2''' * Long name: Play sound effect ==== Argument ==== Field SFXID (in the SFX list for that field) ==== Stack ==== :..."
* 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'''
: ''Pan (0=left, 255=== Description ====right)'': ''Volume (0-127)'': ''Channel (must be a power of 2)'': '''EFFECTPLAY2'''
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. 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 EFFECTPLAY0BC_EFFECTPLAY|EFFECTPLAY]] to use more than 32 sounds.