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Media Pause
The Media_Pause command pauses one or more media players, either until a Media_Resume or for a set number of Lines. Instead of freezing, the playback can repeat a segment of itself until it resumes: a pause loop. Audio and video can also play their pause loop at another volume. Keys Every key also accepts a ¢ expression instead of a fixed value, unless its description says otherwise. See CandyRef Expressions. Players Description: The media players 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 Music or Video. • ¢ expression: Can also return the player node itself, such as ¢$UI/Radio. Player Settings Each player in Players accepts the following keys. Some apply only to certain types of player. Lines Description: The number of Lines after which the pause ends automatically, counted by the Engine that issued the pause. While a Lines count is active, waits on the entry don't delay the Dialogue, since the Lines couldn't advance during the wait. Values: • Positive number: Resume after that many Lines. • 0 or -1: Remain paused until a Media_Resume. All Description: Which Lines count toward Lines. Values: • 0: Only the Spoken_Lines that are displayed. • 1: Every Line, whatever its command. Pause_Loop_Start Description: A paused entry can repeat a segment of itself until it resumes, instead of freezing: a pause loop. This key sets where the segment starts. When both Pause_Loop_Start and Pause_Loop_End are empty, the entry pauses without a loop. When the pause point is inside the segment, the playback continues to the segment's end before the first repeat; otherwise, it jumps to the segment's start. While the segment loops, the entry still counts as paused for waits, Lines counts and Dialogue suspension. Values: • Number of seconds or timestamp: An absolute position in the media, such as 4.5 or 00:04.5. • +N / -N: N seconds after or before the pause point, such as +2 or -00:01.5. • f=N: Frame N, on video and image players only. • f+N / f-N: N frames after or before the frame displayed at the pause point, on video and image players only. • Empty or null: The pause point. Pause_Loop_End Description: Where the pause loop's segment ends (see Pause_Loop_Start). A segment that ends before it starts is reported, and the entry pauses without looping. Values: • Number of seconds or timestamp: An absolute position in the media, such as 4.5 or 00:04.5. • +N / -N: N seconds after or before the pause point, such as +2 or -00:01.5. • f=N: Frame N, on video and image players only. • f+N / f-N: N frames after or before the frame displayed at the pause point, on video and image players only. • Empty or null: The pause point. Pause_Loop_Resume Description: How the entry resumes after its pause loop. The value is case-insensitive. A Media_Resume can override it; when a Lines count runs out, this value is used. 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. • Empty or null: Return. Pause_Volume Description: The volume the pause loop plays at. Audio and video players only. Values: • Number: A volume in dB, such as -12 (-80 is silent). • +=N / -=N: Raise or lower the current volume by N dB, such as -=12. • null: Leave the volume unchanged. Pause_Volume_Time Description: The duration of the fade to Pause_Volume. Values: • Number of seconds: Fade over that duration. • 0: Change the volume instantly. • !N: Fade over N seconds, and hold the Dialogue until the fade completes, such as !2. Resume_Volume_Time Description: The duration of the fade back to the volume from before the pause, once playback resumes. With a Finish_ resume mode, the fade starts when the loop reaches its end. Audio and video players only. Values: • Number of seconds: Fade over that duration. • 0: Change the volume instantly. • !N: Fade over N seconds. When playback resumes immediately, the Media_Resume waits for the fade to complete. FPS Description: Video players only. The frame rate used to count f= values, overriding the video's own. Values: • Frames per second: Such as 24. • Empty: The video's own frame rate, otherwise the default frame rate. Box Description: Changes the z index of the dialogue UI relative to this player, so the Dialogue can be drawn in front of or behind it. The dialogue box with its portrait, the subtitles, the chat and barks all move together. Video and image players only. Values: • Empty: Leave the z index unchanged, so that several players in the same Line don't override each other. • Reset (case-insensitive): Restore each UI element's default z index. • Number: Set the z index to exactly that value, such as 150. • +N / -N: The player's z index plus or minus N. For example, +1 draws the dialogue in front of the player. 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.