本文整理汇总了C++中FMOD_System_Update函数的典型用法代码示例。如果您正苦于以下问题:C++ FMOD_System_Update函数的具体用法?C++ FMOD_System_Update怎么用?C++ FMOD_System_Update使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了FMOD_System_Update函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: FMOD_Channel_Stop
// ----------------------------------------------------------------------------
void ofxSoundPlayerFMOD::play()
{
// if it's a looping sound, we should try to kill it, no?
// or else people will have orphan channels that are looping
if (bLoop == true){
FMOD_Channel_Stop(channel);
}
// if the sound is not set to multiplay, then stop the current,
// before we start another
if (!bMultiPlay){
FMOD_Channel_Stop(channel);
}
FMOD_System_PlaySound(sys, FMOD_CHANNEL_FREE, sound, bPaused, &channel);
FMOD_Channel_GetFrequency(channel, &internalFreq);
FMOD_Channel_SetVolume(channel,volume);
FMOD_Channel_SetPan(channel,pan);
FMOD_Channel_SetFrequency(channel, internalFreq * speed);
FMOD_Channel_SetMode(channel, (bLoop == true) ? FMOD_LOOP_NORMAL : FMOD_LOOP_OFF);
//fmod update() should be called every frame - according to the docs.
//we have been using fmod without calling it at all which resulted in channels not being able
//to be reused. we should have some sort of global update function but putting it here
//solves the channel bug
FMOD_System_Update(sys);
}
示例2: Java_org_fmod_playsound_Example_cUpdate
void Java_org_fmod_playsound_Example_cUpdate(JNIEnv *env, jobject thiz)
{
FMOD_RESULT result = FMOD_OK;
result = FMOD_System_Update(gSystem);
CHECK_RESULT(result);
}
示例3: CDA_Update
void CDA_Update (void)
{
#ifdef UQE_FMOD_CDAUDIO
if(SND_Initialised == false || SND_MusicChannel.inuse == false)
return;
FMOD_System_Update(fmod_system);
SND_MusicChannel.volume = bgmvolume.value;
if(SND_MusicChannel.volume < 0.0f)
SND_MusicChannel.volume = 0.0f;
if(SND_MusicChannel.volume > 1.0f)
SND_MusicChannel.volume = 1.0f;
FMOD_Channel_SetVolume(SND_MusicChannel.channel, SND_MusicChannel.volume);
if(SND_MusicChannel.volume == 0.0f | cl.paused == true)
CDA_Pause();
else
CDA_Resume();
#else
CDAudio_Update();
#endif
}
示例4: playMusic
void playMusic(const int & n)
{
result = FMOD_System_PlaySound(sys, FMOD_CHANNEL_FREE, sounds[n], 0, &chan);
ERRCHECK(result);
FMOD_System_Update(sys);
return;
}
示例5: FMOD_System_Update
void FMCSound::stop()
{
m_has_played = false;
FMOD_System_Update(m_fmod_system);
if (m_fmod_channel == 0) return;
FMOD_Channel_Stop(m_fmod_channel);
}
示例6: play
void play(){
if(sound){
FMOD_RESULT result = FMOD_System_PlaySound(System, FMOD_CHANNEL_FREE, sound, false, &channel);
if(result == FMOD_OK){
FMOD_Channel_SetVolume(channel, Config.EffectVolume);
FMOD_System_Update(System);
}
}
}
示例7: Update
void Update()
{
FMOD_RESULT result = FMOD_OK;
if (gSystem)
{
result = FMOD_System_Update(gSystem);
CHECK_RESULT(result);
}
}
示例8: Update
void AudioManager::Update()
{
// Update the audio system.
if( Initialized )
{
if( FMOD_System_Update( SystemInstance ) != FMOD_OK )
throw exception();
}
}
示例9: play
void play(const bool doubleVolume = false)
{
if (sound) {
FMOD_RESULT result = FMOD_System_PlaySound(System, FMOD_CHANNEL_FREE, sound, false, &channel);
if (result == FMOD_OK) {
FMOD_Channel_SetVolume(channel, (doubleVolume ? 2 : 1) * Config.EffectVolume);
FMOD_System_Update(System);
}
}
}
示例10: FMOD_System_CreateStream
void Audio::playBGM(const QString &filename)
{
FMOD_RESULT result = FMOD_System_CreateStream(System, filename.toLocal8Bit(), FMOD_LOOP_NORMAL, NULL, &BGM);
if (result == FMOD_OK) {
FMOD_Sound_SetLoopCount(BGM, -1);
FMOD_System_PlaySound(System, FMOD_CHANNEL_FREE, BGM, false, &BGMChannel);
FMOD_Channel_SetVolume(BGMChannel, Config.BGMVolume);
FMOD_System_Update(System);
}
}
示例11: FMOD_System_Update
void Sound::Update()
{
FMOD_System_Update(fmodSystem);
for(int i = 0; i < MAX_SOUNDS; i++)
{
Sound* sound = sounds[i];
if(sound == nullptr) continue;
if(sound->onlyPlayOnce && !sound->Is_Playing())
Destroy_Sound(sound);
}
}
示例12: sound_play
void sound_play(eSound snd, float vol, float pan, float freq)
{
static Sound* s;
if (!s)
s = &((Data*)SDLazy_GetData())->sound;
FMOD_System_PlaySound(s->system, FMOD_CHANNEL_FREE, s->mp3[snd], 0, &s->chan);
FMOD_Channel_SetVolume(s->chan, vol);
FMOD_Channel_SetPan(s->chan, pan);
FMOD_Channel_SetFrequency(s->chan, freq);
FMOD_System_Update(s->system);
}
示例13: Java_org_fmod_realtimestitching_Example_cUpdate
void Java_org_fmod_realtimestitching_Example_cUpdate(JNIEnv *env, jobject thiz)
{
FMOD_RESULT result = FMOD_OK;
/*
Replace the subsound that just finished with a new subsound, to create endless seamless stitching!
Note that this polls the currently playing subsound using the FMOD_TIMEUNIT_BUFFERED flag.
Remember streams are decoded / buffered ahead in advance!
Don't use the 'audible time' which is FMOD_TIMEUNIT_SENTENCE_SUBSOUND by itself. When streaming, sound is
processed ahead of time, and things like stream buffer / sentence manipulation (as done below) is required
to be in 'buffered time', or else there will be synchronization problems and you might end up releasing a
sub-sound that is still playing!
*/
result = FMOD_Channel_GetPosition(gChannel, &gCurrentSubSoundID, (FMOD_TIMEUNIT)(FMOD_TIMEUNIT_SENTENCE_SUBSOUND | FMOD_TIMEUNIT_BUFFERED));
CHECK_RESULT(result);
if (gCurrentSubSoundID != gSubSoundID)
{
/*
Release the sound that isn't playing any more.
*/
result = FMOD_Sound_Release(gSubSound[gSubSoundID]);
CHECK_RESULT(result);
/*
Replace it with a new sound in our list.
*/
result = FMOD_System_CreateStream(gSystem, gSoundName[gSentenceID], FMOD_DEFAULT, 0, &gSubSound[gSubSoundID]);
CHECK_RESULT(result);
result = FMOD_Sound_SetSubSound(gSound, gSubSoundID, gSubSound[gSubSoundID]);
CHECK_RESULT(result);
sprintf(s, "Replacing subsound %d / 2 with sound %d / %d\n", gSubSoundID, gSentenceID, NUMSOUNDS);
__android_log_write(ANDROID_LOG_INFO, "fmod_realtimestitching", s);
gSentenceID++;
if (gSentenceID >= NUMSOUNDS)
{
gSentenceID = 0;
}
gSubSoundID = gCurrentSubSoundID;
}
result = FMOD_System_Update(gSystem);
CHECK_RESULT(result);
}
示例14: FMOD_System_Update
void SSVisualizer::UpdateUserLayer( const float deltaTime ) {
// Perform non-simulation update logic here (Don't forget to set update order priority!)
FMOD_System_Update(m_SoundSystem);
//Get spectrum data
PROFILE(AutoProfiler memAllocProfiler("VisualizerAllocation", Profiler::PROFILER_CATEGORY_STANDARD, true, true));
#ifdef USE_STACK_ALLOC
float* leftSpectrum = (float*)m_Allocator->Allocate(sizeof(float) * SPECTRUM_SIZE);
float* rightSpectrum = (float*)m_Allocator->Allocate(sizeof(float) * SPECTRUM_SIZE);
Particle2* particles = (Particle2*)m_Allocator->Allocate(sizeof(Particle2) * SPECTRUM_SIZE);
#else
float* leftSpectrum = (float*)malloc(sizeof(float) * SPECTRUM_SIZE);
float* rightSpectrum = (float*)malloc(sizeof(float) * SPECTRUM_SIZE);
Particle2* particles = (Particle2*)malloc(sizeof(Particle2) * SPECTRUM_SIZE);
#endif
PROFILE(memAllocProfiler.Stop());
FMOD_Channel_GetSpectrum(m_Channel, leftSpectrum, SPECTRUM_SIZE, 0, FMOD_DSP_FFT_WINDOW_TRIANGLE);
FMOD_Channel_GetSpectrum(m_Channel, rightSpectrum, SPECTRUM_SIZE, 1, FMOD_DSP_FFT_WINDOW_TRIANGLE);
int res = 8;
float maxH;
for (int i = 0; i < SPECTRUM_SIZE / res; ++i) {
float h = -0.5f + glm::max((rightSpectrum[i] + rightSpectrum[i]) * 5.0f - 0.04f, 0.0f) + 0.015f;
maxH = glm::max(h + 0.5f, maxH);
for (int k = 0; k < res; k++) {
int index = i * res + k;
particles[index].Pos = glm::vec4((index / (float)SPECTRUM_SIZE) * 2.0f - 1.0f, h, 0.1f, 1);
particles[index].Color = m_Color;
}
}
maxH = glm::max(maxH, 0.0f);
m_Color = glm::vec4(1.0f, 0.0f, 0.0f, 1.0f) * maxH + glm::vec4(0.0f, 0.0f, 1.0f, 1.0f) * (1.0f - maxH);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Particle2) * SPECTRUM_SIZE, particles);
m_RenderProgram.Apply();
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBindVertexArray(m_VAO);
glDrawArrays(GL_LINE_STRIP, 0, SPECTRUM_SIZE);
PROFILE(AutoProfiler memDellocProfiler("VisualizerDeallocation", Profiler::PROFILER_CATEGORY_STANDARD, true, true));
#ifdef USE_STACK_ALLOC
m_Allocator->Unwind(m_Marker);
#else
free(leftSpectrum);
free(rightSpectrum);
free(particles);
#endif
PROFILE(memDellocProfiler.Stop());
}
示例15: FMOD_CHECK
void AudioPlayer::update( unsigned time )
{
FMOD_CHECK( FMOD_System_Update( mFmodSys ) );
for( unsigned i = 0 ; i < MaxNumChannel ; ++i )
{
if ( mChannels[ i ] == NULL )
continue;
FMOD_BOOL isPlaying;
if ( FMOD_Channel_IsPlaying( mChannels[i] , &isPlaying ) == FMOD_OK )
{
if ( !isPlaying )
mChannels[i] = NULL;
}
}
}