![]() #define SND_LOOP 0x0008 /* loop the sound until next sndPlaySound */ ![]() #define SND_MEMORY 0x0004 /* lpszSoundName points to a memory file */ #define SND_NODEFAULT 0x0002 /* don't use default sound */ #define SND_ASYNC 0x0001 /* play asynchronously */ #define SND_SYNC 0x0000 /* play synchronously (default) */ If not copyMemory(streambuffer, size, wavbuffer, 2) then ![]() Local wavbuffer = assert(allocateMemory(size)) Local tfile = assert(findTableFile'hit.wav', 'No table file for audio') was more interesting to me and currently has far less information around, so I made an example using step 2 of the CE tutorial:ĭefine(address,"Tutorial-x86_64.exe"+2B4BC) The CE wiki has some information on various Lua functions, celua.txt has more documentation, and the forums have more examples. ![]() If it increased, update the old value and call playSound. readInteger), compare it to a previously read value (use an upvalue). You'll need to convert the mp3 into a waveform (.wav)Ĭreate a timer (use createTimer), read the value at the address (e.g.
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