void CIwGameAudio::StopMusic() { if (!Available) return; // Use s3eAudio to stop the devices music player from playing if (s3eAudioIsPlaying()) s3eAudioStop(); }
void SimpleAudioEngine::stopBackgroundMusic(bool bReleaseData) { s3eAudioStop(); if (bReleaseData) { free(g_AudioBuffer); } }
void MarmaladeAmplifier::stop() { m_play = false; if( s3eAudioIsPlaying() == S3E_FALSE ) { return; } s3eAudioStop(); }
void SimpleAudioEngine::end() { s3eAudioStop(); if( g_AudioBuffer) { free(g_AudioBuffer); g_AudioBuffer = 0 ; } if(s_pEngine) { s_pEngine->stopAllEffects() ; delete s_pEngine; s_pEngine=0; } for( SoundFxMap::iterator it = g_pSoundFxMap->begin(); it!=g_pSoundFxMap->end(); it++ ) { if( it->second.data != 0 ) free( it->second.data ) ; } if( g_pSoundFxMap ) { delete g_pSoundFxMap ; g_pSoundFxMap = 0 ; } }
void Audio::StopMusic() { s3eAudioStop(); }
void SimpleAudioEngine::end() { s3eAudioStop(); s3eFreeBase(g_AudioBuffer); }
void Update() { // Allow device OS time to do its processing s3eDeviceYield(0); // Update pointer (actually touch screen!) inputs s3ePointerUpdate(); // Read current touch screen inputs and use them to update Button states uint32 lTouchState = s3ePointerGetState(S3E_POINTER_BUTTON_SELECT); int32 x = s3ePointerGetX(); int32 y = s3ePointerGetY(); for (uint32 i = 0; i < BUTTON_COUNT; i++) { gButton[i]->Update(lTouchState, x, y); } // Check for button presses if (gButton[BUTTON_AUDIO_MUSIC]->IsReleased()) { s3eAudioPlay("black-hole.mp3"); } else if (gButton[BUTTON_AUDIO_SFX]->IsReleased()) { if (gpGunBattleSound) gpGunBattleSound->Play(); } else if (gButton[BUTTON_AUDIO_SPEECH]->IsReleased()) { if (gpFemaleCountingSound) gpFemaleCountingSound->Play(); } else if (gButton[BUTTON_AUDIO_OFF]->IsReleased()) { s3eAudioStop(); s3eSoundStopAllChannels(); } if (gButton[BUTTON_FILTER_OFF]->IsReleased()) { if (gDolbyInitialised) { s3eDolbyAudioSetEnabled(S3E_FALSE); } } else if (gButton[BUTTON_FILTER_MUSIC]->IsReleased()) { if (gDolbyInitialised) { s3eDolbyAudioSetEnabled(S3E_TRUE); s3eDolbyAudioSetProfile(MUSIC); } } else if (gButton[BUTTON_FILTER_MOVIE]->IsReleased()) { if (gDolbyInitialised) { s3eDolbyAudioSetEnabled(S3E_TRUE); s3eDolbyAudioSetProfile(MOVIE); } } else if (gButton[BUTTON_FILTER_GAME]->IsReleased()) { if (gDolbyInitialised) { s3eDolbyAudioSetEnabled(S3E_TRUE); s3eDolbyAudioSetProfile(GAME); } } else if (gButton[BUTTON_FILTER_VOICE]->IsReleased()) { if (gDolbyInitialised) { s3eDolbyAudioSetEnabled(S3E_TRUE); s3eDolbyAudioSetProfile(VOICE); } } }
void MusicPlayer::stop() { s3eAudioStop(); }
void Sounds::stopMusic() { IGLog("Sounds stopping music"); if(s3eAudioIsPlaying() == S3E_TRUE) s3eAudioStop(); }