Yes I thought this might be the answer. I haven't looked at header.inf yet.
I'm using an unprinted TeX SZM and just wordsearching for the relevant bit.
70+ pages takes too long to print when there'll be a new version in a month
or two!
> BTW, I think you mean (0->16=0->16 | 128),
Well, whatever. These bits and things confuse me a bit.
> When the time comes to make a sound, you can do something like
>
> if (0->16 & 128) { PlaySound(4); }
>
> checking whether the interpreter has cleared the bit.
Yes, my SoundEffect() routine does the checking, and manipulates the sound as
well, but it's the same idea.
> "Finishing" it will stop it and throw it out of memory. The two Infocom
> games don't seem to use this, probably because the loading time for a sample
> from floppy (on the Amiga) is so long, so it's best to keep the last sample
> in memory just in case. They only seem to use it on a restart or quit.
> (Maybe a few other places). Finish with a sound when you're certain it's
> finished, if you feel it's worthwhile.
When the player types SOUND OFF (or presses F1) I do `@sound_effect 0 4;'.
> There's no need to "Prepare" a sound either. But you can do so if you don't
> want a loading delay the first time you actually play it.
Sometimes this is important. If there is sudden activity, with a sound, you
don't want a delay for disk activity. It's best to load the sound beforehand
when you know it is imminent.
> >Should I `@sound_effect 1 #r$Routine;' or `@sound_effect 1 0 0 #r$Routine;'?
>
> You're asking this because of the recent @read_char confusion, aren't you?
Yes I am, but as you say it's a nonsense command anyway.
-- Jools Arnold jools@arnod.demon.co.uk