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Patryk Gensch
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# SEQUENCE
An animation sequence. The `.SEQ` file contains **sequence events** — descriptions of [`ANIMO`](ANIMO.md) animation runs played in sync with accompanying [`SOUND`](SOUND.md) effects. Sequences let you treat picture and audio as a single, script-controlled unit.
## Fields
### FILENAME
```
STRING FILENAME
```
Path to the `.SEQ` file holding the sequence definition.
## Methods
### GETEVENTNAME
```
STRING GETEVENTNAME()
```
Returns the name of the sequence event currently being played.
**Returns**: event name.
**Examples**
```
SEQSFX^GETEVENTNAME();
```
### GETPLAYING
```
STRING GETPLAYING()
```
Returns the name of the [`ANIMO`](ANIMO.md) variable being played as part of the currently active event. If no event is active, an empty string is returned.
**Returns**: the animation name or `""`.
### HIDE
```
void HIDE()
```
Hides every animation belonging to the sequence.
**Examples**
```
SEQJEAN^HIDE();
SEQKRET^HIDE();
```
### ISPLAYING
```
BOOL ISPLAYING()
```
Checks whether the sequence is currently playing.
**Returns**: [`BOOL`](BOOL.md) — `TRUE` if the sequence is in playback.
**Examples**
```
SEQBLANK^ISPLAYING();
SEQMANDOLINA^ISPLAYING();
```
### PAUSE
```
void PAUSE()
```
Pauses the sequence's playback.
**Examples**
```
SEQCS^PAUSE();
```
### PLAY
```
void PLAY(STRING eventName)
```
Starts playing the sequence event with the given name. On start, the [`ONSTARTED`](#onstarted) signal is fired with the event name as its argument.
**Parameters**
- `eventName` — name of the event from the `.SEQ` file.
**Examples**
```
GADAJA2^PLAY("KOGF2");
SEQNARRATOR^PLAY(VARSTRING0);
SEQLAB^PLAY(["PLAYER"+VARINT0]);
SEQREKSIO^PLAY($1);
```
### RESUME
```
void RESUME()
```
Resumes a sequence paused with [`PAUSE`](#pause).
**Examples**
```
SEQCS^RESUME();
```
### SETFREQ
```
void SETFREQ(INTEGER sampleRate)
```
Sets the sample rate used by the sound attached to the currently active sequence event. Equivalent to calling [`SETFREQ`](SOUND.md#setfreq) on the [`SOUND`](SOUND.md) object of that event.
**Parameters**
- `sampleRate` — the target sample rate in Hz.
### SETPAN
```
void SETPAN(INTEGER pan)
```
Sets the stereo panning (left/right balance) of the active event's sound. A value of `400` corresponds to a centred mix, `0` to fully left, and `800` to fully right.
**Parameters**
- `pan` — panning value in the `0800` range.
### SETVOLUME
```
void SETVOLUME(INTEGER volume)
```
Sets the active event sound's volume. A value of `1600` corresponds to maximum volume; `0` mutes the sound.
**Parameters**
- `volume` — volume value in the `01600` range.
### SHOW
```
void SHOW()
```
Shows every animation belonging to the sequence.
### STOP
```
void STOP([BOOL emitSignal])
```
Stops the sequence's playback.
**Parameters**
- `emitSignal` — (optional) if `FALSE`, the [`ONFINISHED`](#onfinished) signal is suppressed. By default, the signal is fired.
**Examples**
```
SEQBLANK^STOP(FALSE);
SEQMENU^STOP(TRUE);
SEQZMIANAWAGIREX^STOP();
```
## Signals
### ONINIT
Fired when the object is initialised.
### ONSTARTED
Fired when a sequence event starts playing. The argument (`$1`) is the name of the started event.
### ONFINISHED
Fired when a sequence event finishes (naturally or via a [`STOP`](#stop) call that does not suppress the signal). The argument (`$1`) is the name of the finished event. The signal is [parameterised](../engine/events.md#parameterised-signals) by that name, so a handler can target a specific event:
```
SEQUENCE:ONFINISHED^IDLE=BEHAFTERIDLE
```
### ONSIGNAL
Fired when a signal arrives (see [Events and signals](../engine/events.md#onsignal)).