API Sound.GetPending: Difference between revisions
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| width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]] | |||
| width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''GetPending''' | |||
=== | |- | ||
[[ | | colspan="2" | Gets the number of sample blocks queued or playing for the sound | ||
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| width="10%" align="center" | [[File:Fc9-h32-icon.png]] - HANDLE | |||
| width="90%" | Sounds | |||
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[[ | | colspan="2" | The handle of the sound object to read | ||
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| width="10%" align="center" style="border-top: 2px solid #000;" | [[File:Fc9-u32-icon.png]] - ULONG | |||
| width="90%" style="border-top: 2px solid #000;" | ''Return'' | |||
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Revision as of 11:41, 16 January 2023
| GetPending | |
| Gets the number of sample blocks queued or playing for the sound | |
| Sounds | |
| The handle of the sound object to read | |
| Return | |
Detailed description
The number of pending sounds includes those currently playing. This call can be used to sequence smooth sound where a certain number of samples need to be continuously queued to achieve a smooth effect.
Examples
Calling in a calculation
- Declare a variable 'result' of type ULONG
- Add to a calculation icon:
result = ::Sound.GetPending(sounds)
No additional examples