BOOL C4SoundInstance::Create(C4SoundEffect *pnEffect, bool fLoop, int32_t inVolume, C4Object *pnObj, int32_t inNearInstanceMax, int32_t iFalloffDistance) { // Sound check if (!Config.Sound.RXSound || !pnEffect) return FALSE; // Already playing? Stop if (Playing()) { Stop(); return FALSE; } // Set effect pEffect = pnEffect; // Set iStarted = timeGetTime(); iVolume = inVolume; iPan = 0; iChannel = -1; iNearInstanceMax = inNearInstanceMax; this->iFalloffDistance = iFalloffDistance; pObj = pnObj; fLooping = fLoop; // Start Execute(); // Safe usage pEffect->UsageTime = Game.Time; return TRUE; }
void PlaylistListContainer::SetApplication(Application* app) { app_ = app; PlaylistManager* manager = app_->playlist_manager(); Player* player = app_->player(); connect(manager, SIGNAL(PlaylistAdded(int, QString, bool)), SLOT(AddPlaylist(int, QString, bool))); connect(manager, SIGNAL(PlaylistFavorited(int, bool)), SLOT(PlaylistFavoriteStateChanged(int, bool))); connect(manager, SIGNAL(PlaylistRenamed(int, QString)), SLOT(PlaylistRenamed(int, QString))); connect(manager, SIGNAL(CurrentChanged(Playlist*)), SLOT(CurrentChanged(Playlist*))); connect(manager, SIGNAL(ActiveChanged(Playlist*)), SLOT(ActiveChanged(Playlist*))); connect(model_, SIGNAL(PlaylistRenamed(int, QString)), manager, SLOT(Rename(int, QString))); connect(player, SIGNAL(Paused()), SLOT(ActivePaused())); connect(player, SIGNAL(Playing()), SLOT(ActivePlaying())); connect(player, SIGNAL(Stopped()), SLOT(ActiveStopped())); // Get all playlists, even ones that are hidden in the UI. for (const PlaylistBackend::Playlist& p : app->playlist_backend()->GetAllFavoritePlaylists()) { QStandardItem* playlist_item = model_->NewPlaylist(p.name, p.id); QStandardItem* parent_folder = model_->FolderByPath(p.ui_path); parent_folder->appendRow(playlist_item); } }
void RDCueEdit::stateChangedData(int id,RDPlayDeck::State state) { if(id!=RDPLAYDECK_AUDITION_ID) { return; } switch(state) { case RDPlayDeck::Playing: Playing(id); break; case RDPlayDeck::Stopping: break; case RDPlayDeck::Paused: Paused(id); break; case RDPlayDeck::Stopped: Stopped(id); break; case RDPlayDeck::Finished: Stopped(id); break; } }
Remote::Remote(Player* player, QObject* parent) : QObject(parent), player_(player), connection_(new xrme::Connection(this)), retry_count_(0) { connection_->SetMediaPlayer(this); connection_->SetMediaStorage(this); connection_->set_verbose(true); connect(connection_, SIGNAL(Connected()), SLOT(Connected())); connect(connection_, SIGNAL(Disconnected(QString)), SLOT(Disconnected(QString))); connect(player_, SIGNAL(Playing()), SLOT(SetStateChanged())); connect(player_, SIGNAL(Paused()), SLOT(SetStateChanged())); connect(player_, SIGNAL(Stopped()), SLOT(SetStateChanged())); connect(player_, SIGNAL(PlaylistFinished()), SLOT(SetStateChanged())); connect(player_, SIGNAL(VolumeChanged(int)), SLOT(SetStateChanged())); connect(player_, SIGNAL(Seeked(qlonglong)), SLOT(SetStateChanged())); connect(player_->playlists(), SIGNAL(CurrentSongChanged(Song)), SLOT(SetStateChanged())); connect(connection_, SIGNAL(TomahawkSIPReceived(const QVariant&)), SLOT(TomahawkSIPReceived(const QVariant&))); ReloadSettings(); }
static void InternetServer_OnChange(void) { /* if (cv_internetserver.value) RegisterServer(); else UnregisterServer(); */ if(cv_internetserver.value && Playing()) { CV_StealthSetValue(&cv_internetserver, 0); CONS_Printf("You cannot register on the Master Server mid-game, please end your current session and re-host if you wish to advertise your server on the Master Server.\n"); return; } #ifndef NONET if (!Playing() && !dedicated) M_AlterRoomOptions(); #endif }
// // Poll // // Poll for track advancement // Bool TrackPlayer::Poll() { // Do we need to play the next stream if (requested && !Playing()) { return (NextTrack()); } return (FALSE); }
void PlaylistView::SetApplication(Application* app) { Q_ASSERT(app); app_ = app; connect(app_->current_art_loader(), SIGNAL(ArtLoaded(const Song&, const QString&, const QImage&)), SLOT(CurrentSongChanged(const Song&, const QString&, const QImage&))); connect(app_->player(), SIGNAL(Paused()), SLOT(StopGlowing())); connect(app_->player(), SIGNAL(Playing()), SLOT(StartGlowing())); connect(app_->player(), SIGNAL(Stopped()), SLOT(StopGlowing())); connect(app_->player(), SIGNAL(Stopped()), SLOT(PlayerStopped())); }
// This is a hack. For some reason, nodes aren't being freed properly. // This goes through and cleans up what nodes were supposed to be freed. static void cleanupnodes(void) { SINT8 j; if (!Playing()) return; // Why can't I start at zero? for (j = 1; j < MAXNETNODES; j++) if (!nodeingame[j]) nodeconnected[j] = false; }
BOOL C4SoundInstance::Stop() { if (!pEffect) return FALSE; // Stop sound BOOL fRet = TRUE; #ifdef HAVE_LIBSDL_MIXER // iChannel == -1 will halt all channels. Is that right? if (Playing()) Mix_HaltChannel(iChannel); #endif iChannel = -1; iStarted = 0; fLooping = false; return fRet; }
void C4SoundInstance::ClearPointers(C4Object *pDelete) { if (!Playing()) { Stop(); return; } if (pObj == pDelete) { // stop if looping (would most likely loop forever) if (fLooping) Stop(); // otherwise: set volume by last position else SetVolumeByPos(pObj->x, pObj->y); pObj = NULL; } }
bool CMain::GameLoop(){ int dnum; StartDemo(); if (PLAYDATA_NUM>0){ CLoad PlayDataLoad; char path[256]; strcpy_s(path, "tenyu_data/save"); PlayDataLoad.LoadPlayData(path, PlayData); } while(1){ switch(Title()){ case TITLE_FIRSTSTART: Opening(); return Playing(); case TITLE_LOADSTART: if (PLAYDATA_NUM>0 && (dnum = ChooseData()) != -1){ return Playing(dnum); } break; case TITLE_SETTING: Setting(); break; case TITLE_GAMEEND: return false; default: WarningDx("Warning->Unexpected matter happend [back to title]->GameLoop()", __FILE__, __LINE__); } } return true; }
void ChannelInternalState::Devirtualize(ChannelInternalState* other) { assert(channel_id_ == kInvalidChannelId); assert(other->channel_id_ != kInvalidChannelId); // Transfer the real channel id to this channel. channel_id_ = other->channel_id_; other->channel_id_ = kInvalidChannelId; if (Playing()) { // Resume playing the audio. RealChannelPlay(); } else if (Paused()) { // The audio needs to be playing to pause it. RealChannelPlay(); RealChannelPause(); } }