The third parameter of aaNotify() is the message-value you wish to receive back
from aaNotify() when it triggers. You might define a message such as
#define MyNotifyMessage 100
then declare the event with
if (!aaNotify(hAa, MyFrame, MyNotifyMessage))
<handle failure to set the notify>;
where hAa is the handle to the animation (returned by aaLoad()) and MyFrame is
the frame number at wish you wish to have the event occur. Then your event
handlers would test for MyNotifyMessage in lParam (all of this assuming 'C', of
course).
There are sample players in 'C', VB and ToolBook lurking around on this forum
(either section 1 or section 9) that illustrate the use of aaNotify().
Do you have the Animation Player Developer's Kit? This, and all other
functions, are documented in there; if not, call 800-879-4233 and have $25 in
plastic standing by.