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Speaker::Pause() Set's it's state to SPEAKER_STOPPED


reepblue
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Pausing/Resuming speakers aren't working as expected.

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

    auto speakerloop = CreateSpeaker(sound);
    speakerloop->SetPosition(box->GetPosition(true));
    speakerloop->SetRange(10);
    speakerloop->SetLooping(true);

    auto speakerstate = speaker->GetState();
    auto speakerloopstate = speakerloop->GetState();
    bool paused = false;
    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        // P Plays the normal non-looping speaker
        if (window->KeyHit(KEY_P))
        {
            speaker->Play();
        }

        // L Plays the looping speaker
        if (window->KeyHit(KEY_L))
        {
            speakerloop->Play();
        }

        // Space pauses both speakers
        if (window->KeyHit(KEY_SPACE))
        {
            if (!paused)
            {
                speaker->Pause();
                speakerloop->Pause();
                paused = true;
            }
            else
            {
                speaker->Resume();
                speakerloop->Resume();
                paused = false;
            }
        }

        // Report the state
        if (speaker->GetState() != speakerstate)
        {
            Print("Normal Speaker state at: " + String(speaker->GetState()));
            speakerstate = speaker->GetState();
        }

        if (speakerloop->GetState() != speakerloopstate)
        {
            Print("Looping Speaker state at: " + String(speakerloop->GetState()));
            speakerloopstate = speakerloop->GetState();
        }

        //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;
}

Right now, I have to do this hack in my project.

	void GameSpeaker::Pause()
	{
		if (speaker)
		{
			if (speaker->GetState() == SPEAKER_PLAYING)
			{
				pausetime = speaker->GetTime();
				speaker->Pause();
			}
		}
	}

	void GameSpeaker::Resume()
	{
		if (speaker)
		{
			if (speaker->GetState() == SPEAKER_PAUSED || pausetime > 0)
			{
				speaker->SetTime(pausetime);
				speaker->Play();
				pausetime = 0;
			}
		}		
	}

 

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

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I am changing the system to use OpenAL's own pause / play functionality. I had some weird stuff in there to try to accomodate the sound source limits we had with hardware OpenAL but I don't think that is an issue anymore since it is all being done on the CPU now.

My job is to make tools you love, with the features you want, and performance you can't live without.

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