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docs/en/reference/SEQUENCE.md
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docs/en/reference/SEQUENCE.md
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# SEQUENCE
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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.
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## Fields
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### FILENAME
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```
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STRING FILENAME
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```
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Path to the `.SEQ` file holding the sequence definition.
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## Methods
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### GETEVENTNAME
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```
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STRING GETEVENTNAME()
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```
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Returns the name of the sequence event currently being played.
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**Returns**: event name.
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**Examples**
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```
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SEQSFX^GETEVENTNAME();
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```
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### GETPLAYING
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```
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STRING GETPLAYING()
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```
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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.
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**Returns**: the animation name or `""`.
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### HIDE
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```
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void HIDE()
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```
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Hides every animation belonging to the sequence.
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**Examples**
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```
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SEQJEAN^HIDE();
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SEQKRET^HIDE();
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```
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### ISPLAYING
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```
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BOOL ISPLAYING()
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```
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Checks whether the sequence is currently playing.
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**Returns**: [`BOOL`](BOOL.md) — `TRUE` if the sequence is in playback.
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**Examples**
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```
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SEQBLANK^ISPLAYING();
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SEQMANDOLINA^ISPLAYING();
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```
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### PAUSE
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```
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void PAUSE()
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```
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Pauses the sequence's playback.
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**Examples**
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```
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SEQCS^PAUSE();
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```
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### PLAY
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```
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void PLAY(STRING eventName)
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```
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Starts playing the sequence event with the given name. On start, the [`ONSTARTED`](#onstarted) signal is fired with the event name as its argument.
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**Parameters**
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- `eventName` — name of the event from the `.SEQ` file.
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**Examples**
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```
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GADAJA2^PLAY("KOGF2");
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SEQNARRATOR^PLAY(VARSTRING0);
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SEQLAB^PLAY(["PLAYER"+VARINT0]);
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SEQREKSIO^PLAY($1);
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```
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### RESUME
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```
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void RESUME()
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```
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Resumes a sequence paused with [`PAUSE`](#pause).
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**Examples**
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```
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SEQCS^RESUME();
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```
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### SETFREQ
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```
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void SETFREQ(INTEGER sampleRate)
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```
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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.
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**Parameters**
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- `sampleRate` — the target sample rate in Hz.
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### SETPAN
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```
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void SETPAN(INTEGER pan)
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```
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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.
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**Parameters**
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- `pan` — panning value in the `0–800` range.
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### SETVOLUME
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```
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void SETVOLUME(INTEGER volume)
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```
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Sets the active event sound's volume. A value of `1600` corresponds to maximum volume; `0` mutes the sound.
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**Parameters**
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- `volume` — volume value in the `0–1600` range.
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### SHOW
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```
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void SHOW()
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```
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Shows every animation belonging to the sequence.
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### STOP
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```
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void STOP([BOOL emitSignal])
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```
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Stops the sequence's playback.
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**Parameters**
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- `emitSignal` — (optional) if `FALSE`, the [`ONFINISHED`](#onfinished) signal is suppressed. By default, the signal is fired.
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**Examples**
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```
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SEQBLANK^STOP(FALSE);
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SEQMENU^STOP(TRUE);
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SEQZMIANAWAGIREX^STOP();
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```
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## Signals
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### ONINIT
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Fired when the object is initialised.
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### ONSTARTED
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Fired when a sequence event starts playing. The argument (`$1`) is the name of the started event.
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### ONFINISHED
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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:
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```
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SEQUENCE:ONFINISHED^IDLE=BEHAFTERIDLE
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```
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### ONSIGNAL
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Fired when a signal arrives (see [Events and signals](../engine/events.md#onsignal)).
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