# Manage media: images, sounds and sprites [Programming guides](README.md) A media asset is a file your program uses, such as a picture or sound. Keep source and media together in a portable `.bipli` project. References such as `assets/hero.png` belong to that project; they do not grant arbitrary filesystem or internet access. ## The media library Open **Media** to import, preview, search and organize files. Filter images or sounds and sort by name, type or size. Natural name sorting puts `walk2` before `walk10`. Checkboxes select several files; Shift selects a visible range. Selections outside the current filter remain selected, so check the selection counter. Import accepts PNG, JPEG and GIF images and WAV, MP3, OGG and M4A audio. Each packaged file is limited to 12 MiB. During a multi-file import, successful files are retained if another fails, with both counts reported. Playback depends on the host. Native audio uses supported PCM WAV and built-in synthesis; other codecs are not decoded on every host. **New sprite** opens the pixel editor. **New texture** opens the [Texture studio](textures.md) with seam and 3D previews. Saved artwork is an ordinary project image. ## Turn images into animation Select images and choose **Add selected to animation**, or drag images into the **Animation studio** timeline. Your selected sort order determines the initial order. Edit frames, timing and sequence, then choose **Insert animation code** to produce editable Pliro source. Only images are added, even if the selection also contains sounds. The studio keeps its draft while the project remains open. Insert the code and save the project to preserve the animation. A draft is not a separately saved animation file. Read [Animation and frame timing](animation.md). ## Use media in code ```text showImage("assets/landscape.png") showSprite("hero", "assets/hero.png", 100, 220, 48, 64) playSound("assets/jump.wav", 70) ``` These lines require the named assets. Images can fill the background; sprites have their own positions and sizes. For volume, named tracks, loops and written melodies, read [Music and sound](music.md). Manage files and their references through the media library; editing a path in source does not create a file.