bool MarmaladeAmplifier::resume() { m_play = true; int32 s3eAudio_status = s3eAudioGetInt( S3E_AUDIO_STATUS ); if( s3eAudio_status == -1 ) { s3eAudioError s3eAudio_error = s3eAudioGetError(); const char * s3eAudio_string = s3eAudioGetErrorString(); LOGGER_ERROR(m_serviceProvider)("Amplifier::resume invalid get status %d [%s]" , s3eAudio_error , s3eAudio_string ); return false; } if( s3eAudio_status != S3E_AUDIO_PAUSED ) { LOGGER_ERROR(m_serviceProvider)("Amplifier::resume invalid status S3E_AUDIO_PAUSED != %d" , s3eAudio_status ); return false; } s3eResult result = s3eAudioResume(); if( result == S3E_RESULT_ERROR ) { s3eAudioError s3eAudio_error = s3eAudioGetError(); const char * s3eAudio_string = s3eAudioGetErrorString(); LOGGER_ERROR(m_serviceProvider)("Amplifier::resume invalid s3eAudioResume %d [%s]" , s3eAudio_error , s3eAudio_string ); return false; } return true; }
void CIwGameAudio::ResumeMusic() { // Use s3eAudio to resume the devices music player s3eAudioResume(); }
void SimpleAudioEngine::resumeBackgroundMusic() { s3eAudioResume(); }
void MusicPlayer::resume() { s3eAudioResume(); }