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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 BITMAP,
     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 callback function if
     that was what stopped it.

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

Allegro 			  version 4.4.3 	      play_memory_fli(3)

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