Copyright © 2025-2026 Candy ArtsEffect Resume
The Effect_Resume command resumes effect players paused by Effect_Pause, and cancels the automatic resume set by its Lines key. It also starts an animation held on its first frame by a Loops of 0, which then plays once.
Keys
Every key also accepts a ¢ expression instead of a fixed value, unless its description says otherwise. See CandyRef Expressions.
Players
Description:
The effect players (AnimationPlayers) to act on. Each key is a player's name, and its value is a Dictionary of settings for that player (see below), or an empty Dictionary for none. A single Line can control several players, each with its own settings. An entry that can't be found is reported and skipped, without affecting the others.
Values:
• Player name: A key of the Engine's media_players_paths, such as Effect.
• ¢ expression: Can also return the player node itself, such as ¢$UI/Radio.
Player Settings
Each player in Players accepts the following keys.
Pause_Loop_Resume
Description:
Overrides the Effect_Pause's Pause_Loop_Resume, for an entry in a pause loop. The value is case-insensitive.
Values:
• Return: Resume immediately, from the pause point.
• Continue: Resume immediately, from the loop's current position.
• Finish_Return: Resume once the loop reaches its end, from the pause point.
• Finish_Continue: Resume once the loop reaches its end, continuing from there.
• null: Use the Effect_Pause's value.
Take_Hold
Description:
Whether this command takes hold of the player, if it is Public. While an Engine holds it, its Public Mode determines what other Engines can do with it: nothing (Exclusive), only the commands it lists (Semi-Exclusive), or anything (Free). The hold lasts until the playback ends or is stopped.
Values:
• Empty: The player decides, from its own list of commands that take hold.
• 1: Take hold, even if the player doesn't list this command.
• -1: Never take hold.