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play_memory_fli(3)		Allegro manual		    play_memory_fli(3)

NAME
       play_memory_fli	-  Plays  a  FLI or FLC animation from memory. Allegro
       game programming library.

SYNOPSIS
       #include <allegro.h>

       int play_memory_fli(const void *fli_data, BITMAP *bmp,  int  loop,  int
       (*callback)());

DESCRIPTION
       Plays  an  Autodesk Animator FLI or FLC animation on the specified BIT‐
       MAP, reading the data from a copy of the file which is held in  memory.
       You  can	 obtain the `fli_data' pointer by allocating a block of memory
       and reading an FLI file into it, or by importing an FLI into a  grabber
       datafile.  If `loop' is not zero, the player will cycle when it reaches
       the end of the file, otherwise it will play through the animation  once
       and  then  return.  Read the beginning of chapter "FLIC routines" for a
       description of the callback parameter.

       Playing animations from memory is  obviously  faster  than  cuing  them
       directly	 from  disk,  and  is  particularly  useful with short, looped
       FLI's.  Animations can easily get very large, though, so in most	 cases
       you  will  probably  be	better just using play_fli(). You can think of
       this   function	 as   a	  wrapper   on	 top   of   open_memory_fli(),
       next_fli_frame() and close_fli().  Example:

	  int ret = play_memory_fli(anim_data, screen, 0, NULL);
	  if (ret == FLI_ERROR)
	     abort_on_error("Corrupted animation data?");

RETURN VALUE
       The  FLI	 player	 returns  FLI_OK  if  it  reached the end of the file,
       FLI_ERROR if something went wrong, and the value returned by the	 call‐
       back function if that was what stopped it.

SEE ALSO
       play_fli(3), install_timer(3), fli_frame(3)

Allegro				 version 4.4.2		    play_memory_fli(3)
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