//-------------------------------------------------------------- void ofApp::keyPressed (int key){ switch(key){ case OF_KEY_LEFT: updateAudio(-1); break; case OF_KEY_RIGHT: updateAudio(1); break; } }
void AudioPlayer::notify(OEComponent *sender, int notification, void *data) { if (notification == AUDIO_BUFFER_WILL_RENDER) { audioBuffer = (AudioBuffer *) data; audioBufferFrame = 0; } else updateAudio(true); }
void audioHook() // 2us excluding updateAudio() { //setPin13High(); #if (USE_AUDIO_INPUT==true) if (!input_buffer.isEmpty()) audio_input = input_buffer.read(); #endif if (!output_buffer.isFull()) { #if (STEREO_HACK == true) updateAudio(); // in hacked version, this returns void output_buffer.write((unsigned int) (audio_out_1 + AUDIO_BIAS)); output_buffer2.write((unsigned int) (audio_out_2 + AUDIO_BIAS)); #else output_buffer.write((unsigned int) (updateAudio() + AUDIO_BIAS)); #endif } //setPin13Low(); }
void ControllerFallingMode::updateNote(float dt) { updateAudio(); setCurTime(dt); moveNotesInField(); setTopTime(); drawNewNotes(); //resizeLongNotes(); removeOldNotes(); autoPlay(); }
void audioHook() // 2us excluding updateAudio() { //setPin13High(); #if (USE_AUDIO_INPUT==true) if (!input_buffer.isEmpty()) audio_input = input_buffer.read(); #endif if (!output_buffer.isFull()) { output_buffer.write((unsigned int) (updateAudio() + AUDIO_BIAS)); } //setPin13Low(); }
bool AudioPlayer::postMessage(OEComponent *sender, int message, void *data) { updateAudio(false); switch (message) { case AUDIOPLAYER_PLAY: playing = true; break; case AUDIOPLAYER_PAUSE: playing = false; break; case AUDIOPLAYER_STOP: frameIndex = 0; playing = false; src_reset(srcState); break; case AUDIOPLAYER_SET_SOUND: sound = (OESound *)data; return true; case AUDIOPLAYER_SET_LOOP: loop = *((bool *)data); return true; case AUDIOPLAYER_SET_VOLUME: volume = *((float *)data); return true; case AUDIOPLAYER_IS_PLAYING: *((bool *)data) = playing; return true; } return false; }
//-------------------------------------------------------------- void ofApp::update(){ blur.setRotation(PI); updateAudio(); if(ofGetFrameRate() < limitFramerate) words.frameRateTooLow(); if(!screamForClean) blurValue = scaledVol * blurMultiplier; else { if(scaledVol < scaledVolumeLimitScremForClean) { blurValue += speedDisappear;; } else { blurValue -= .1; } } blurValue = ofClamp(blurValue, 0, 5); blur.setScale(blurValue); }
bool CMusicRoomHandler::update() { uint currentTicks = g_system->getMillis(); if (!_startTicks) { start(); _startTicks = currentTicks; } else if (!_soundStartTicks && currentTicks >= (_startTicks + 3000)) { if (_waveFile) { CProximity prox; prox._channelVolume = _volume; _soundHandle = _soundManager->playSound(*_waveFile, prox); } _soundStartTicks = currentTicks; } if (_instrumentsActive > 0) { updateAudio(); updateInstruments(); } return !_audioBuffer->isFinished(); }
void GameStateConfigBase::update() { updateAudio(); updateInterface(); updateMods(); }
//-------------------------------------------------------------- void GrafPlayerApp::update(){ dt = ofGetElapsedTimef()-lastTime; lastTime = ofGetElapsedTimef(); bool bTrans = false; if( mode == PLAY_MODE_LOAD ) { loadTags(); if(bUseAudio)audio.update(); } else if( mode == PLAY_MODE_PLAY && tags.size() > 0 ) { //---- set drawing data for render if( drawer.bSetupDrawer ) drawer.setup( &tags[currentTagID], tags[currentTagID].distMax ); //---- update tag playing state if( !myTagPlayer.bDonePlaying ) { myTagPlayer.update(&tags[currentTagID]); // normal play, update tag }else if( !myTagPlayer.bPaused && myTagPlayer.bDonePlaying && waitTimer > 0) { waitTimer -= dt; // pause time after drawn, before fades out } else if ( !myTagPlayer.bPaused && myTagPlayer.bDonePlaying && (drawer.alpha > 0 || particleDrawer.alpha > 0)) { updateTransition(0); bTrans = true; } else if ( !myTagPlayer.bPaused && myTagPlayer.bDonePlaying ) { resetPlayer(1); // setup for next tag } //---------- AUDIO applied if( bUseAudio) updateAudio(); //--------- ARCHITECTURE if( bUseArchitecture ) updateArchitecture(); //--------- PARTICLES updateParticles(); //--------- TAG ROTATION + POSITION if(bRotating && !myTagPlayer.bPaused ) rotationY += panel.getValueF("ROT_SPEED")*dt; // update pos / vel tags[currentTagID].position.x += tagPosVel.x; tags[currentTagID].position.y += tagPosVel.y; tagPosVel.x -= .1*tagPosVel.x; tagPosVel.y -= .1*tagPosVel.y; if(!bTrans) { tags[currentTagID].rotation_o = tags[currentTagID].rotation; tags[currentTagID].position_o = tags[currentTagID].position; } } // controls if( bShowPanel ) updateControlPanel(); }
void Agent::tick() { // sanity checks to stop ticks on dead agents LifeAssert la(this); if (dying) return; if (sound) { // if the sound is no longer playing... if (sound->getState() != SS_PLAY) { // ...release our reference to it sound.reset(); } else { // otherwise, reposition audio updateAudio(sound); } } // don't tick paused agents if (paused) return; // CA updates if (emitca_index != -1 && emitca_amount != 0.0f) { assert(0 <= emitca_index && emitca_index <= 19); shared_ptr<Room> r = world.map.roomAt(x, y); if (r) { r->catemp[emitca_index] += emitca_amount; /*if (r->catemp[emitca_index] <= 0.0f) r->catemp[emitca_index] = 0.0f; else if (r->catemp[emitca_index] >= 1.0f) r->catemp[emitca_index] = 1.0f;*/ } } // TODO: this might be in the wrong place - note that parts are ticked *before* Agent::tick is called if (rotatable() && spritesperrotation != 0 && numberrotations > 1) { SpritePart *p = dynamic_cast<SpritePart *>(part(0)); if (p) { // change base according to our SPIN and the ROTN settings unsigned int rotation = 0; rotation = (spin - (0.5f / numberrotations)) * numberrotations; // TODO: verify correctness p->setBase(spritesperrotation * rotation); } } // tick the physics engine physicsTick(); if (dying) return; // in case we were autokilled // update the timer if needed, and then queue a timer event if necessary if (timerrate) { tickssincelasttimer++; if (tickssincelasttimer == timerrate) { queueScript(9); // TODO: include this? tickssincelasttimer = 0; } assert(timerrate > tickssincelasttimer); } // tick the agent VM if (vm) vmTick(); // some silly hack to handle delayed voices tickVoices(); }
void Blobs02 :: update() { updateAudio(); updateBox2d(); }