Beispiel #1
0
ULONG 
gw_KillAudio( void )
{
  struct AHIBase* AHIBase = (struct AHIBase*) REG_A6;

  return KillAudio( AHIBase );
}
Beispiel #2
0
ULONG 
gw_KillAudio( struct _Regs* regs )
{
  struct AHIBase* AHIBase = (struct AHIBase*) GET_LONG( regs->a6 );

  return KillAudio( AHIBase );
}
Beispiel #3
0
AudioOutputPulseAudio::~AudioOutputPulseAudio()
{
    KillAudio();
    if (pcontext)
    {
        pa_context_unref(pcontext);
        pcontext = NULL;
    }
}
void LoopingSound::SetMoving( bool bNew )
{
	if (m_bDisabled) return;

	if (bNew == m_bMoving) return; //nothing really changed

	m_bMoving = bNew;
  
	KillAudio();

	if (m_bMoving)
	{
	
		if (m_moveStart.empty())
		{
			//there is no move start sound, so just play the looping moving sound right now
			PlayMoveSound();
		} else
		{
			//play a starting sound first
			m_transitionSoundHandle =  GetAudioManager()->Play(m_moveStart, false, false, m_bAddBasePath);
			GetAudioManager()->SetVol(m_transitionSoundHandle, m_volume);

			m_waitTimer = GetTick(TIMER_SYSTEM)+m_moveStartTimeMS;
			m_state = STATE_MOVE_START;
		}
	} else
	{
		//stop moving and play the idle sound

		if (m_moveEnd.empty())
		{
			PlayIdleSound();
		} else
		{
			//play a stopping sound first
			m_transitionSoundHandle =  GetAudioManager()->Play(m_moveEnd, false, false, m_bAddBasePath);
			GetAudioManager()->SetVol(m_transitionSoundHandle, m_volume);

			m_waitTimer = GetTick(TIMER_SYSTEM)+m_moveEndTimeMS;
			m_state = STATE_MOVE_END;

		}

	}
}
void LoopingSound::SetDisabled( bool bDisabled )
{
	if (bDisabled == m_bDisabled) return; //no change

	if (bDisabled)
	{
		KillAudio();
		m_bMoving = false;
	} else
	{
	  m_state = STATE_IDLE;
	  PlayIdleSound();
	}

	m_bDisabled = bDisabled;


}
Beispiel #6
0
ULONG ASMCALL
gw_KillAudio( REG(a6, struct AHIBase* AHIBase) )
{
  return KillAudio( AHIBase );
}
LoopingSound::~LoopingSound()
{
	KillAudio();
}
Beispiel #8
0
AudioOutputPulseAudio::~AudioOutputPulseAudio()
{
    KillAudio();
}