#Loading flic in memory
5 messages in this thread
Is there any way to load a series of FLICS into memory for playing later on in
the script. At the moment, it seems that you can only load it into memory just
before you play the flic which causes annoying pauses. Have I missed something
?
Thanks
Cyrus
Cyrus,
You can use the loadflic command. It's in the player manual that ships with
AAPRO.
Jeremy
Hi Cyrus!
There should be a way – I'm assuming you're talking about AAPro's ANIPLAY or
AAPLAYHI program.
The Player's Guide p.34 talks about the LOADFLIC command. This could be as
follows:
LOADFLIC C:\ANI\1.FLC
LOADFLIC C:\ANI\4.FLC
C:\ANI\1.FLC
C:\ANI\2.FLC
FREEFLIC C:\ANI\1.FLC
C:\ANI\3.FLC
C:\ANI\4.FLC
You can load up the flic anywhere, but if you don't actually follow through
with a command to play the flic, the script will fail.
In the example I left off the anticipated FREEFLIC for C:\ANI\4.FLC, because I
figured the script would end and the ANIPLAY program would terminate. But if
you call this script from another script, it would make sense to FREEFLIC.
Hope this helps.
Thanks for your reply.
Perhaps I am not explaining this well because someone else offered a similar
solution!
It is the WINDOWS Animation Player that I am referring to. I repeat – there are
distinct differences between the DOS and WINDOWS script abilities as I
understand it.
This is the problem:-
In the DOS version, one can stack a whole series of FLICS to load into memory
and when the actual animation show starts, all the FLICS that have been loaded
into memory with the LOADFLIC command, execute immediately.
However………..
In the Windows version, in the SETTINGS box, one has the option to load a
particular script into memory which is fine BUT. BUT …
all that this does is to load the flic into memory JUST BEFORE – I repeat JUST
BEFORE – it is played which causes long pauses to occur if one has a series of
flics that are loading into memory one after the other. Conceptually, the way
to avoid it is to load all these large flics into memory all at once AT THE
VERY BEFGINNING like one can do in the DOS version.
So how do you achive this result in the WINDOWS player ?
Thanks
Cyrus
.
<<So how do you achive this result in the WINDOWS player ?>>
Unfortunately, You can't.
You can achieve this if you were to access the .DLL directly, for example if
you were to write a quick player utility in Visual Basic, however the Windows
Player that exists allows you to load animations into memory one at a time
only.
-Brian