MusStartEffect()

Syntax

musHandle MusStartEffect(int number);

Arguments

number
the sound effect number

Description

It starts a sound effect with default settings. This function will start a sound effect using the priority level defined in the sound data if the required number of channels is available or a sound effect of lower, or the same, priority is currently playing.

The sound effect started will use the default sound effect bank unless an override has been set with the MusFxBankSetSingle() function. If a sound effect bank override has been specified, this function will use it and then clear the override.

The sound effect started will use the default sample bank unless an override is defined in the sound effect bank with the MusFxBankSetPtrBank() function or is set with the higher priority sample bank override function MusPtrBankSetSingle(). If a sample bank override has been set using the MusPtrBankSetSingle() function, this function will use it and then clear the override.

The number is a value in the range of 0 to the number of sound effects stored in the sound effect bank. The number of available sound effects can be found by using the MusFxBankNumberOfEffects() function. Currently, a list of "#defines" is located in the header files (included with Nintendo64 Sound Tools) associated with the sound effect bank. Those who prefer the sound effect names to the numbers to refer sound effects may want to use them.

Return Value

Sound handle or 0 if sound effect could not be triggered.

Example

void AlwaysTriggerSoundEffect(void)
{
  static unsigned long handle=0;

  if (MusHandleAsk(handle)==0)
  handle = MusStartEffect(RETRIGGER_SOUND);
}

See Also

MusStartEffect2(), MusHandleAsk(), MusHandleSetFreqOffset(), MusHandleSetPan(), MusHandleSetVolume(), MusHandleStop(), MusSetMasterVolume(), MusAsk(), MusStop()