Once you have created your Blorb file and given it the same file name as your game, but with an extension of .blb, you are ready to use the sound and graphics resources in your game.
[ PlaySound number volume times; ! allow user to omit volume & times if (volume == 0) volume = 8; if (times == 0) times = 1; volume = volume + (times * 256); @sound_effect number 2 volume; ];In the above number is the Blorb resource number of the sound; volume is the relative volume of the sound, between 1 and 8; and times is the number of times to play the sound, with 1 meaning play the sound once.
Windows Frotz 2002 can play at most one piece of music and one sound sample simultaneously. If the game attempts to play another piece of music (or sound sample), then the currently playing music (or sample) is stopped. Playing and stopping music does not affect sound samples, and vice versa. (As an aside, the restriction of only one piece of music or sound sample playing at once will be lifted when Version 1.1 of the Z-Machine Standard is ratified and implemented.)
Sound samples must be in the AIFF format. Music can be in the MOD format, or the related SONG format, in which the samples used in the music are stored as separate AIFF samples in the Blorb file.
For more information on the sound_effect opcode, see
The
@draw_picture number y x;Where number is the Blorb resource number of the picture, and x and y are the co-ordinates to draw the picture at.
Pictures must be in JPEG or PNG format. If the picture is in the PNG format, transparency or alpha channel information is considered, so partially transparent or translucent pictures can be drawn.
For further details of how to use the V6 screen model, see Jason Penney's V6Lib.