10-03-2001
I'm not sure if this is what you're asking but...
main()
{
int c;
....
....
....
c = getch();
printf("%c", (char)c);
....
....
}
Obviously, you would want to do this in a loop but
use caution as this, (assuming NO_DELAY) in a tight loop will
consume lost of CPU doing nothing. Again, I'm not exactly
clear on your objective.
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LEARN ABOUT DEBIAN
voice_set_playmode
voice_set_playmode(3alleg4) Allegro manual voice_set_playmode(3alleg4)
NAME
voice_set_playmode - Adjusts the loop status of the specified voice. Allegro game programming library.
SYNOPSIS
#include <allegro.h>
void voice_set_playmode(int voice, int playmode);
DESCRIPTION
Adjusts the loop status of the specified voice. This can be done while the voice is playing, so you can start a sample in looped mode (hav-
ing set the loop start and end positions to the appropriate values), and then clear the loop flag when you want to end the sound, which
will cause it to continue past the loop end, play the subsequent part of the sample, and finish in the normal way. The mode parameter is a
bitfield containing the following values:
PLAYMODE_PLAY
Plays the sample a single time. This is the default if you don't set the loop flag.
PLAYMODE_LOOP
Loops repeatedly through the sample, jumping back to the loop start position upon reaching the loop end.
PLAYMODE_FORWARD
Plays the sample from beginning to end. This is the default if you don't set the backward flag.
PLAYMODE_BACKWARD
Reverses the direction of the sample. If you combine this with the loop flag, the sample jumps to the loop end position upon reaching the
loop start (ie. you do not need to reverse the loop start and end values when you play the sample in reverse).
PLAYMODE_BIDIR
When used in combination with the loop flag, causes the sample to change direction each time it reaches one of the loop points, so it
alternates between playing forwards and in reverse.
SEE ALSO
Allegro version 4.4.2 voice_set_playmode(3alleg4)