.. _func_audio_cuesound: ======== CueSound ======== CueSound - Description =========== .. code-block:: blitzmax CueSound:TChannel( sound:TSound,channel:TChannel=Null ) Cue a sound Prepares a sound for playback through an audio channel. To actually start the sound, you must use #ResumeChannel. If no @channel is specified, #CueSound automatically allocates a channel for you. #CueSound allows you to setup various audio channel states such as volume, pan, depth and rate before a sound actually starts playing. Parameters ========== Return Values ============= An audio channel object Examples ======== .. code-block:: blitzmax Rem CueSound example End Rem sound=LoadSound("shoot.wav") channel=CueSound(sound) Input "Press return key to play cued sound" ResumeChannel channel Input "Press return key to quit" See Also ========