int main(int argc, char **argv) { SDL_Init(SDL_INIT_AUDIO); int ret = Mix_OpenAudio(0, 0, 0, 0); // we ignore all these.. assert(ret == 0); sound = Mix_LoadWAV("sound.ogg"); assert(sound); sound2 = Mix_LoadWAV("sound2.wav"); assert(sound); int channel = play(); printf( "Pausing Channel %d", channel ); Mix_Pause(channel); int paused = Mix_Paused(channel); printf( "Channel %d %s", channel, paused ? "is paused" : "is NOT paused" ); assert(paused); Mix_Resume(channel); paused = Mix_Paused(channel); printf( "Channel %d %s", channel, paused ? "is paused" : "is NOT paused" ); assert(paused == 0); if (argc == 12121) play2(); // keep it alive emscripten_run_script("element = document.createElement('input');" "element.setAttribute('type', 'button');" "element.setAttribute('value', 'replay!');" "element.setAttribute('onclick', 'Module[\"_play\"]()');" "document.body.appendChild(element);"); printf("you should hear two sounds. press the button to replay!\n"); return 0; }
//pause bool CChannel::Pause() { //pause the channel Mix_Pause(m_Channel); //return true return(true); }
/* ==================================================================== Modify audio ==================================================================== */ void audio_enable( int enable ) { if ( !audio_ok ) return; audio_enabled = enable; if ( !enable ) Mix_Pause( -1 ); /* stop all sound channels */ }
void glSound::pause() { if (Mix_Playing(channel)) { Mix_Pause(channel); } }
void AppMinimized(void) { stat("Game minimized or lost focus--pausing..."); #ifdef _SDL_MIXER Mix_Pause(-1); Mix_PauseMusic(); #else SDL_PauseAudio(1); #endif for(;;) { if ((SDL_GetAppState() & VISFLAGS) == VISFLAGS) { break; } input_poll(); SDL_Delay(20); } #ifdef _SDL_MIXER Mix_Resume(-1); Mix_ResumeMusic(); #else SDL_PauseAudio(0); #endif stat("Focus regained, resuming play..."); }
/* Initialise audio */ int digi_mixer_init() { digi_sample_rate = SAMPLE_RATE_44K; if (MIX_DIGI_DEBUG) con_printf(CON_DEBUG,"digi_init %d (SDL_Mixer)\n", MAX_SOUNDS); if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) Error("SDL audio initialisation failed: %s.", SDL_GetError()); if (Mix_OpenAudio(digi_sample_rate, MIX_OUTPUT_FORMAT, MIX_OUTPUT_CHANNELS, SOUND_BUFFER_SIZE)) { //edited on 10/05/98 by Matt Mueller - should keep running, just with no sound. con_printf(CON_URGENT,"\nError: Couldn't open audio: %s\n", SDL_GetError()); GameArg.SndNoSound = 1; return 1; } Mix_AllocateChannels(digi_max_channels); Mix_Pause(0); // Attempt to load jukebox jukebox_load(); //jukebox_list(); digi_initialised = 1; oplmus_init(); return 0; }
void SimpleAudioEngine::pauseAllEffects() { for(int i = 0; i < NR_CHANNELS; i++) { Mix_Pause(i); } }
void JukeBox::Pause(bool all) const { const Config* cfg = Config::GetConstInstance(); if (cfg->GetSoundEffects() || cfg->GetSoundMusic()) Mix_Pause(-1); if (all) Mix_PauseMusic(); }
void ChannelInternalState::PauseAll() { Mix_Pause(kAllChannels); #ifdef PINDROP_MULTISTREAM Mix_PauseMusicCh(kAllChannels); #else Mix_PauseMusic(); #endif // PINDROP_MULTISTREAM }
static mrb_value mrb_sdl2_mixer_pause_channel(mrb_state *mrb, mrb_value self) { mrb_int which; mrb_get_args(mrb, "i", &which); Mix_Pause(which); return mrb_nil_value(); }
void pause() { // Pause all sound Mix_Pause(-1); // Pause music Mix_PauseMusic(); }
int main(int argc, char **argv) { SDL_Init(SDL_INIT_AUDIO); int ret = Mix_OpenAudio(0, 0, 0, 0); // we ignore all these.. assert(ret == 0); { SDL_RWops * ops = SDL_RWFromFile("sound.ogg", "r"); sound = Mix_LoadWAV_RW(ops, 0); SDL_FreeRW(ops); assert(sound); } { struct stat info; int result = stat("noise.ogg", &info); char * bytes = malloc( info.st_size ); FILE * f = fopen( "noise.ogg", "rb" ); fread( bytes, 1, info.st_size, f ); fclose(f); SDL_RWops * ops = SDL_RWFromConstMem(bytes, info.st_size); sound3 = Mix_LoadWAV_RW(ops, 0); SDL_FreeRW(ops); free(bytes); } { music = Mix_LoadMUS("the_entertainer.ogg"); } sound2 = Mix_LoadWAV("sound2.wav"); assert(sound2); int channel = play(); printf( "Pausing Channel %d", channel ); Mix_Pause(channel); int paused = Mix_Paused(channel); printf( "Channel %d %s", channel, paused ? "is paused" : "is NOT paused" ); assert(paused); Mix_Resume(channel); paused = Mix_Paused(channel); printf( "Channel %d %s", channel, paused ? "is paused" : "is NOT paused" ); assert(paused == 0); if (argc == 12121) play2(); // keep it alive emscripten_run_script("element = document.createElement('input');" "element.setAttribute('type', 'button');" "element.setAttribute('value', 'replay!');" "element.setAttribute('onclick', 'Module[\"_play\"]()');" "document.body.appendChild(element);"); printf("you should hear two sounds. press the button to replay!\n"); return 0; }
static int lua_Mix_Pause(State & state){ Stack * stack = state.stack; int channel = -1; if (stack->is<LUA_TNUMBER>(1)){ channel = stack->to<int>(1); } Mix_Pause(channel); return 0; }
void ONScripter::stopAllDWAVE() { for (int ch=0; ch<ONS_MIX_CHANNELS ; ch++) if ( wave_sample[ch] ){ Mix_Pause( ch ); Mix_FreeChunk( wave_sample[ch] ); wave_sample[ch] = NULL; } }
void SoundEngine::PauseLoopedSound(int id) { if (nosound) { return; } Mix_Pause(id); }
void SDLDrv_PCM_StopPlayback(void) { if (!Initialised || !Playing) { return; } Mix_Pause(-1); Playing = 0; }
bool Sounds::pause_audio_player(void) { if (Mix_PausedMusic() != 1) { Mix_PauseMusic(); Mix_Pause(1); return (true); } return (false); }
//odgrywa dzwiek void make_sound() { if(!no_sound && !camera_mode) { Mix_Resume(-1); Mix_Volume(1, dps_sound_lvl * MIX_MAX_VOLUME/3); Mix_Volume(2, rcs_sound_lvl * MIX_MAX_VOLUME/4); } else { Mix_Pause(-1); } }
void ONScripter::stopBGM( bool continue_flag ) { removeBGMFadeEvent(); if (timer_bgmfade_id) SDL_RemoveTimer( timer_bgmfade_id ); timer_bgmfade_id = NULL; mp3fadeout_duration_internal = 0; #ifdef USE_CDROM if ( cdaudio_flag && cdrom_info ){ extern SDL_TimerID timer_cdaudio_id; if ( timer_cdaudio_id ){ SDL_RemoveTimer( timer_cdaudio_id ); timer_cdaudio_id = NULL; } if (SDL_CDStatus( cdrom_info ) >= CD_PLAYING ) SDL_CDStop( cdrom_info ); } #endif if ( wave_sample[MIX_BGM_CHANNEL] ){ Mix_Pause( MIX_BGM_CHANNEL ); Mix_FreeChunk( wave_sample[MIX_BGM_CHANNEL] ); wave_sample[MIX_BGM_CHANNEL] = NULL; } if ( music_info ){ ext_music_play_once_flag = true; Mix_HaltMusic(); Mix_FreeMusic( music_info ); music_info = NULL; } if ( midi_info ){ ext_music_play_once_flag = true; Mix_HaltMusic(); Mix_FreeMusic( midi_info ); midi_info = NULL; } if ( !continue_flag ){ setStr( &music_file_name, NULL ); music_play_loop_flag = false; if (music_buffer){ delete[] music_buffer; music_buffer = NULL; } setStr( &midi_file_name, NULL ); midi_play_loop_flag = false; current_cd_track = -1; } }
void ChannelInternalState::RealChannelPause() { assert(is_real()); if (IsStream()) { #ifdef PINDROP_MULTISTREAM Mix_PauseMusicCh(channel_id_); #else Mix_PauseMusic(); #endif // PINDROP_MULTISTREAM } else { Mix_Pause(channel_id_); } }
void PauseWave ( int no ) { switch ( s_iYGSSoundType[no] ) { case YGS_SOUNDTYPE_WAV: Mix_Pause(no); break; case YGS_SOUNDTYPE_MUS: Mix_PauseMusic(); break; } }
void snd_pause(int on) { if (!sound_on) return; if (on) { Mix_Pause(-1); Mix_PauseMusic(); } else { Mix_Resume(-1); Mix_ResumeMusic(); } return; }
void one_iter() { static int frames = 0; frames++; switch( frames ) { case 1: soundChannel = Mix_PlayChannel(-1, sound, 0); printf("channel = %d", soundChannel); assert(soundChannel != -1 && soundChannel != 0); noiseLoopChannel = Mix_PlayChannel(-1, noiseLoop, -1); printf("noiseLoopChannel = %d", noiseLoopChannel); assert(noiseLoopChannel != -1 && noiseLoopChannel != 0); // set noiseLoopChannel to half volume Mix_Volume(noiseLoopChannel,MIX_MAX_VOLUME/10); break; case 2: printf("channel %d is playing = %d", soundChannel, Mix_Playing(soundChannel)); assert(Mix_Playing(soundChannel)); break; case 30: Mix_Pause(soundChannel); Mix_PlayMusic(music, 1); break; case 31: assert(Mix_Paused(soundChannel)); assert(Mix_PlayingMusic()); break; case 60: Mix_Resume(soundChannel); Mix_PauseMusic(); break; case 61: assert(Mix_Playing(soundChannel)); assert(Mix_PausedMusic()); break; case 90: Mix_ResumeMusic(); break; case 91: assert(Mix_PlayingMusic()); break; case 120: Mix_HaltChannel(soundChannel); Mix_HaltMusic(); #ifdef REPORT_RESULT REPORT_RESULT(1); #endif break; }; }
void sound_on_off(roomGrid *room_grid) { if (room_grid -> paused == off) { Mix_Pause(-1); room_grid -> paused = on; } else if (room_grid -> paused == on) { Mix_Resume(-1); room_grid -> paused = off; } }
void Music::pauseResume() { if(tipo == SOM) { if(Mix_Paused(0)) { Mix_Resume(0); } else if(Mix_Playing(0)) { Mix_Pause(0); } if(Mix_Paused(1)) { Mix_Resume(1); } else if(Mix_Playing(1)) { Mix_Pause(1); } } else { if(Mix_PausedMusic()) { Mix_ResumeMusic(); } else { Mix_PauseMusic(); } } }
// --- void SDLSound::pause () { switch (_type) { case SOUND_MUSIC: break; case SOUND_SFX: Mix_Pause (_realChannel); break; default: break; }; }
/* * call-seq: * pause -> self * * Pause the Sound. Unlike #stop, it can be unpaused later to resume * from where it was paused. See also #unpause and #paused?. * * Returns:: The receiver (self). * * **NOTE**: Does nothing if the sound is not currently playing. * */ static VALUE rg_sound_pause( VALUE self ) { RG_Sound *sound; Data_Get_Struct(self, RG_Sound, sound); int channel = sound->channel; /* Make sure the sound actually belongs to the channel */ if( _rg_sound_channel_check(sound) ) { Mix_Pause( channel ); } return self; }
static int play_audio_handler(unsigned char major, unsigned char minor, unsigned char *data, int len, void *context) { if (mve_audio_canplay && !mve_audio_playing && mve_audio_bufhead != mve_audio_buftail) { #ifdef USE_SDLMIXER if (GameArg.SndDisableSdlMixer) #endif SDL_PauseAudio(0); #ifdef USE_SDLMIXER else Mix_Pause(0); #endif mve_audio_playing = 1; } return 1; }
/** * @brief Pauses all the sounds in a group. */ void sound_mix_pauseGroup( int group ) { int i, j; for (i=0; i<ngroups; i++) { if (groups[i].id == group) { for (j=groups[i].start; j<=groups[i].end; j++) { if (Mix_Playing(j)) Mix_Pause(j); } return; } } WARN("Group '%d' not found.", group); }
int ONScripter::playWave(Mix_Chunk *chunk, int format, bool loop_flag, int channel) { if (!chunk) return -1; Mix_Pause( channel ); if ( wave_sample[channel] ) Mix_FreeChunk( wave_sample[channel] ); wave_sample[channel] = chunk; if (channel == 0) Mix_Volume( channel, voice_volume * MIX_MAX_VOLUME / 100 ); else if (channel == MIX_BGM_CHANNEL) Mix_Volume( channel, music_volume * MIX_MAX_VOLUME / 100 ); else Mix_Volume( channel, se_volume * MIX_MAX_VOLUME / 100 ); if ( !(format & SOUND_PRELOAD) ) Mix_PlayChannel( channel, wave_sample[channel], loop_flag?-1:0 ); return 0; }