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Speaker doesn't set it state back to SPEAKER_STOPPED when completed.


reepblue
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Go to solution Solved by Josh,

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An awful bug I discovered when I wanted something to stop spinning when the speaker was done playing a 30 second clip.

#include "UltraEngine.h"
using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    auto world = CreateWorld();

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a camera
    auto camera = CreateCamera(world);
    camera->SetClearColor(0.125);
    camera->SetFov(70);
    camera->SetPosition(0, 0, -3);
    camera->Listen();

    //Create a light
    auto light = CreateBoxLight(world);
    light->SetRotation(35, 45, 0);
    light->SetRange(-10, 10);

    //Create a box
    auto box = CreateBox(world);
    box->SetColor(0, 0, 1);

    //Sound
    bool hasplayed = false;
    auto sound = LoadSound("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Sound/notification.wav");
    auto speaker = CreateSpeaker(sound);
    //speaker->SetLooping(true);
    speaker->SetPosition(box->GetPosition(true));
    speaker->SetRange(10);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        //Play when space key is pressed
        if (window->KeyHit(KEY_SPACE))
        {
            speaker->Play();
        }

        if (speaker->GetState() == SPEAKER_STOPPED && hasplayed)
        {
            hasplayed = false;
            Print("THE SPEAKER HAS STOPPED!!");
        }
        else if (speaker->GetState() == SPEAKER_PLAYING)
        {
            Print("playing");
            hasplayed = true;
        }

        //Move and turn with the arrow keys - best experienced with headphones
        if (window->KeyDown(KEY_UP)) camera->Move(0, 0, 0.1);
        if (window->KeyDown(KEY_DOWN)) camera->Move(0, 0, -0.1);
        if (window->KeyDown(KEY_LEFT)) camera->Turn(0, -1, 0);
        if (window->KeyDown(KEY_RIGHT)) camera->Turn(0, 1, -0);

        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

Cyclone - Ultra Game System - Component PreprocessorTex2TGA - Darkness Awaits Template (Leadwerks)

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