Example #1
0
void CIwGameAudio::StopMusic()
{
	if (!Available)
		return;

	// Use s3eAudio to stop the devices music player from playing
	if (s3eAudioIsPlaying())
		s3eAudioStop();
}
Example #2
0
	void SimpleAudioEngine::stopBackgroundMusic(bool bReleaseData)
	{
		s3eAudioStop();
		
		if (bReleaseData)
		{
			free(g_AudioBuffer);
		}

	}
Example #3
0
void MarmaladeAmplifier::stop()
{
    m_play = false;

    if( s3eAudioIsPlaying() == S3E_FALSE )
    {
        return;
    }

    s3eAudioStop();
}
Example #4
0
	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 ;
		}
	}
Example #5
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();
}