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rplay(1) [debian man page]

RPLAY(1)						      General Commands Manual							  RPLAY(1)

NAME
rplay - play, pause, continue, and stop sounds SYNOPSIS
rplay [options] [sound ...] DESCRIPTION
rplay is client that communicates with rplayd to play, pause, continue, and stop sounds using both the RPLAY and RPTP protocols. Sound files can be played by rplayd directly if available on the local system or sounds can be sent over the network using UDP or TCP/IP. rplay will attempt to determine whether or not the server has the sound before using the network. OPTIONS
-b BYTES, --buffer-size=BYTES Use of a buffer size of BYTES when playing sounds using RPTP flows. The default is 8K. -c, --continue Continue sounds. -n N, --count=N Number of times to play the sound, default = 1. -N N, --list-count=N Number of times to play all the sounds, default = 1. --list-name=NAME Name this list NAME. rplayd appends sounds with the same NAME into the same sound list -- it plays them sequentially. --help Display helpful information. -h HOST, --host=HOST, --hosts=HOST Specify the rplay host, default = localhost. -i INFO, --info=INFO Audio information for a sound file. This option is intended to be used when sounds are read from standard input. INFO must be of the form: `format,sample-rate,bits,channels,byte-order,offset' Examples: ulaw,8000,8,1,big-endian,0 gsm,8000 Shorthand info is provided for Sun's audio devices using the following options: --info-amd, --info-dbri, --info-cs4231. There's also: --info-ulaw and --info-gsm. -p, --pause Pause sounds. --port=PORT Use PORT instead of the default RPLAY/UDP or RPTP/TCP port. -P N, --priority=N Play sounds at priority N (0 <= N <= 255), default = 0. -r, --random Randomly choose one of the given sounds. --reset Tell the server to reset itself. --rplay, --RPLAY Force the use of the RPLAY protocol. The default protocol to be used is determined by checking whether or not the server has local access to the specified sounds. RPLAY is used when sounds are accessible, otherwise RPTP and possibly flows are used. RPLAY will also be used when sound accessibility cannot be determined. --rptp, --RPTP Force the use of the RPTP protocol. See `--rplay' for more information about protocols. -R N, --sample-rate=N Play sounds at sample rate N, default = 0. -s, --stop Stop sounds. --version Print the rplay version and exit. -v N, --volume=N Play sounds at volume N (0 <= N <= 255), default = 127. SEE ALSO
rplayd(8), rptp(1) 6/29/98 RPLAY(1)

Check Out this Related Man Page

CFSNDSERV(6)							     cfsndserv							      CFSNDSERV(6)

NAME
cfsndserv - crossfire client sound server DESCRIPTION
getzone adjusts and mixes sounds before playing them USAGE
getzone none - started automatically by crossfire client CONFIGURATION OPTIONS
~/.crossfire/sndconfig can contain the following options: stereo 1 means stereo sound, 0 - mono bits bitrate of generated sound - 8 or 16 signed if we should sent signed data to the soundcard. 1 means yes. frequency speed of playing data. This should be 11025, or sound pitch will change buffers how many buffers to allocate buflen how big the buffers should be. buffers*buflen shouldn't be smaller than the longest sound to be played. simultaneously home many sound can be played at the same time. When this setting is bigger, each sound volume will decrease. HOW DOES IT WORK
? The sound server gets information about sounds to be played on standard input. The information is a line: <sound number> <sound type> <relative x> <relative y> All those numbers are hex. The file ~/.crossfire/sounds contains description of sound numbers and types. For example: 3 0 5 0 Means that normal sound SOUND_FUMBLE spell should be played as it's source was5 units to the right of player. Sounds are mixed in special buffers, which are in fact one buffer, which should be big enough for the biggest sound to be played. The buffers, if contain anything, are sent one by one to the sound device. Each buffer is cleaned after playing. Sounds data is multiplied by some ratio (<1) evaluated from it's position and volume and added to the buffers, starting from the next after the one being played. So bigger buffer means bigger delay, before th sound is actually played, but the smaller buffer is, the bigger is possibility, we won't succeed filling the next buffer, before last is played. SEE ALSO
crossfire(1) http://crossfire.real-time.com AUTHOR
Jaakko Niemi put this page together for Debian packages by cutting and pasting from README file of crossfire-client. 3rd Berkeley Distribution 2002-02-23 CFSNDSERV(6)
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