track .key .frame .sound .play  (  Action ,  Frame ,  ObjectID ,  Channel ,  Mode  )  
                                                         
Description :

This instruction assigns a sound play to the current key.

Parameters :

  • Index of the action. Valid in the range [1, number of actions].
  • Frame of the sprite, valid in the range [1, number of frames].
  • ObjectID of the sound object.
  • Automatic channel selection :

    CHANNEL_FREE

    Or channel number (you MUST use different channels if you want to play sounds simultaneously) :

    CHANNEL_1
    CHANNEL_2
    CHANNEL_3
    CHANNEL_4
    CHANNEL_5
    CHANNEL_6
    CHANNEL_7
    CHANNEL_8
    CHANNEL_9
    CHANNEL_10
    CHANNEL_11
    CHANNEL_12
    CHANNEL_13
    CHANNEL_14
    CHANNEL_15
  • SOUND_LOOP (the sound is played in a loop)
    SOUND_ONE_SHOT (the sound is played once)

Notes :


For objects with frame animation (video, animated GIF), the event will be assigned to a specific frame.

For Sprites, the event will be assigned to a specific frame and to a specific action.

There is no limit to the number of events that can be assigned to a specific key.

The procedure managing the events takes only one parameter: the sequence ObjectID.

The current key gets defined with the instruction track.key.set ().

Examples :