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Audio Programming for Interactive Games by Martin D. Wilde

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Appendix A Soundtrack Manager script commands

Note: All arguments listed in order; optional arguments in brackets.

//

Comment indictor. Used at beginning of line only. For script readability, ignored in output binary file.

PRINT

Display a status string during script compilation. Ignored in output binary file.

Example: PRINT “Compiling Level 1 cues”

CUE cueNumber

Command keyword indicating the start of a new sound event cue definition.

Arguments:

cueNumber – number of this CUE; used by the game or application to execute the audio commands in this CUE.

Example: CUE 16 or CUE BRANCHX

ENDCUE

Command keyword indicating the end of a current sound event cue definition.

ENABLECUE cueNumber

Enable the specified cue number.

Arguments:

cueNumber – number ...

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