Code archives/Audio/PlaySound replacement
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|Uses the winmm w32 sndPlaySound function. This allows you to play sounds without loading them, and the flags parameter offers further control advantages over native PlaySound. The sync flags, for example, allow you to pause program execution until the sound is finished playing.|
; Required Userlib ; .lib "winmm.dll" ; sndPlaySound%(lpszSoundName$, uFlags%):"sndPlaySoundA" ; lpszSoundName: ; A string that specifies the sound to play. This parameter can be either ; an entry in the registry or in WIN.INI that identifies a system sound, or ; it can be the name of a waveform-audio file. (If the function does not ; find the entry, the parameter is treated as a filename.) If this parameter ; is NULL, any currently playing sound is stopped. ; uFlag constants Const SND_ASYNC = 1 ; The sound is played asynchronously and the function returns immediately ; after beginning the sound. To terminate an asynchronously played sound, ; call sndPlaySound with lpszSoundName set to NULL. Const SND_LOOP = 8 ; The sound plays repeatedly until sndPlaySound is called again with the ; lpszSoundName parameter set to NULL. You must also specify the SND_ASYNC ; flag to loop sounds. Const SND_MEMORY = 4 ; The parameter specified by lpszSoundName points to an image of a waveform ; sound in memory. Const SND_NODEFAULT = 2 ; If the sound cannot be found, the function returns silently without ; playing the default sound. Const SND_NOSTOP = 10 ; If a sound is currently playing, the function immediately returns FALSE, ; without playing the requested sound. Const SND_SYNC = 0 ; The sound is played synchronously and the function does not return until ; the sound ends. Local file$ = "c:\windows\media\ding.wav" ; WAV Filename sndPlaySound file$, SND_ASYNC
| Thank you. I'm pretty sure winmm.dll is standard on everything from 95 on up. If it's not already in your system dir you can d/l it here|
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