static mrb_value mrb_sdl2_mixer_fade_out_group(mrb_state *mrb, mrb_value self) { mrb_int tag, ms; mrb_get_args(mrb, "ii", &tag, &ms); return mrb_fixnum_value(Mix_FadeOutGroup(tag, ms)); }
static int lua_Mix_FadeOutGroup(State & state){ Stack * stack = state.stack; int tag = -1; int ms = 0; if (stack->is<LUA_TNUMBER>(1)){ tag = stack->to<int>(1); } if (stack->is<LUA_TNUMBER>(2)){ ms = stack->to<int>(2); } stack->push<int>(Mix_FadeOutGroup(tag, ms)); return 1; }
bool SDLAudio::FadeGROUP(std::string name, int time) { /** Check to see if we've created it */ SListIterator<SGZChanGroup*> GroupListITR = GroupList.GetIterator(); for( GroupListITR.Start(); GroupListITR.Valid(); GroupListITR.Forth() ) if((GroupListITR.Item()->Name.compare(name))==0) { Mix_FadeOutGroup(GroupListITR.Item()->groupNum, time); return true; } SGZLogger.warn("AudioMAN: Group \"%s\" doesn't exist!\n", name.c_str()); return false; }
// // sound_effect destructor // // Release the audio data. // sound_effect::~sound_effect() { if(!sound_enabled) return; // Sound effect deletion only happens on level load, so there // is no problem in stopping everything. But the original playing // code handles the sound effects and the "playlist" differently. // Therefore with SDL_mixer, a sound that has not finished playing // on a level load will cut off in the middle. This is most noticable // for the button sound of the load savegame dialog. Mix_FadeOutGroup(-1, 100); while (Mix_Playing(-1)) SDL_Delay(10); Mix_FreeChunk(m_chunk); }
void sfx::fade_audio_group( int tag, int duration ) { Mix_FadeOutGroup( tag, duration ); }
/** * @brief Stops all the sounds in a group. * * @param group Group to stop all it's sounds. */ void sound_mix_stopGroup( int group ) { Mix_FadeOutGroup(group, 100); }
void SDLAudio::fade_out_group(int tag, int ms) { Mix_FadeOutGroup(tag, ms); }