本文整理汇总了C++中Mix_ResumeMusic函数的典型用法代码示例。如果您正苦于以下问题:C++ Mix_ResumeMusic函数的具体用法?C++ Mix_ResumeMusic怎么用?C++ Mix_ResumeMusic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Mix_ResumeMusic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: toluaI_sound_sound_resume_music00
/* function: Mix_ResumeMusic */
static int toluaI_sound_sound_resume_music00(lua_State* tolua_S)
{
if (
!tolua_isnoobj(tolua_S,1)
)
goto tolua_lerror;
else
{
{
Mix_ResumeMusic();
}
}
return 0;
tolua_lerror:
tolua_error(tolua_S,"#ferror in function 'resume_music'.");
return 0;
}
示例2: jhi_replay_music
void jhi_replay_music(JHI_Music *music, int loop)
{
if (Mix_PausedMusic() == 1)
{
Mix_ResumeMusic();
}
if (Mix_PlayingMusic() != 0)
{
jhi_stop_music();
}
jhi_free_music(music);
jhi_load_music(music, music->filename);
jhi_play_music(music, loop);
}
示例3: handleKey
void handleKey(SDL_KeyboardEvent key) {
switch(key.keysym.sym) {
case SDLK_p:
shoot(phaser, NULL, key.type);
break;
case SDLK_1:
shoot(one, oneEnd, key.type);
break;
case SDLK_2:
shoot(two, twoEnd, key.type);
break;
case SDLK_3:
shoot(three, threeEnd, key.type);
break;
case SDLK_4:
shoot(four, fourEnd, key.type);
break;
case SDLK_5:
shoot(five, fiveEnd, key.type);
break;
case SDLK_6:
shoot(six, sixEnd, key.type);
break;
case SDLK_m:
if(key.state == SDL_PRESSED) {
if(music == NULL) {
music = Mix_LoadMUS("music.ogg");
Mix_PlayMusic(music, 0);
Mix_HookMusicFinished(musicDone);
}
if (!musicPlaying) {
printf("Play\n");
musicPlaying = 1;
Mix_ResumeMusic();
} else {
printf("Pause\n");
musicPlaying = 0;
Mix_PauseMusic();
//Mix_HaltMusic();
//Mix_FreeMusic(music);
//music = NULL;
}
}
break;
}
}
示例4: Mix_ResumeMusic
//----------------------------------------------------------------------------------------------------------------------
void Game::update()
{
// only update if game is acutally playing
if(m_playing)
{
// if the music is paused when changing levels
if(Mix_PausedMusic()==1)
{
// play the music
Mix_ResumeMusic();
}
// update all the game's systems
m_controlSys.update(m_rotX, m_rotY);
m_sensorSys.update();
m_autoSys.update();
// get rid of dead boids
cleanup();
m_flightSys.update();
m_combatSys.update();
// check if vulnerable boid lists are empty
if(m_world->m_stdBoids.empty() && m_world->m_ldrBoids.empty())
{
// increment the level
++m_level;
// if level is still within max levels
if(m_level<m_maxLevels)
{
// congratulations for beating level, loading new level
Mix_PauseMusic();
// load next level after reset
m_world->resetWorld();
loadLevel(m_levelList[m_level]);
}
else
{
// finished the game, return to menu
gameover();
}
}
if(m_world->m_player->m_auto.m_dead)
{
// gameover, return to menu
gameover();
}
}
}
示例5: Mix_PauseMusic
void CSound::SetPause (bool Pause)
{
// If the sound works
if (m_SoundOK)
{
if (Pause)
{
Mix_PauseMusic();
}
else
{
Mix_ResumeMusic();
}
m_GlobalPause = Pause;
}
}
示例6: Mix_ResumeMusic
void music_muter::handle_window_event(const SDL_Event& event)
{
if (preferences::stop_music_in_background() && preferences::music_on())
{
if (event.window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
{
Mix_ResumeMusic();
}
else if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST)
{
if (Mix_PlayingMusic())
{
Mix_PauseMusic();
}
}
}
}
示例7: Mix_ResumeMusic
void cMusicSDL2::Play(int _repeat, int fade){
if(music != NULL){
if(Mix_PlayingMusic() > 0){ //Music is already playing
if(isPaused){
Mix_ResumeMusic();
isPaused = false;
return;
}else if(Mix_FadingMusic() == MIX_FADING_OUT){
Mix_HaltMusic();
}else{
return;
}
}
if(Mix_FadeInMusic(music, _repeat, fade) < 0){
StormPrintLog(STORM_LOG_ERROR, "cMusicSDL2", "Error %s", Mix_GetError());
}
}
}
示例8: Mix_ResumeMusic
void Player::Play() {
if (MusicPaused) {
Mix_ResumeMusic();
MusicPaused = false;
} else {
//Get first song to play
//TEMP: just grab test song
current = Mix_LoadMUS("song.flac");
next = Mix_LoadMUS("next.flac");
if (!current) {
fprintf(stderr, "Error opening music file: %s\n", SDL_GetError());
exit(1);
}
playCurrent();
}
}
示例9: one_iter
void one_iter() {
static int frames = 0;
frames++;
switch( frames ) {
case 1:
soundChannel = Mix_PlayChannel(-1, sound, 0);
printf("channel = %d", soundChannel);
assert(soundChannel != -1 && soundChannel != 0);
break;
case 2:
printf("channel %d is playing = %d", soundChannel, Mix_Playing(soundChannel));
assert(Mix_Playing(soundChannel));
break;
case 30:
Mix_Pause(soundChannel);
Mix_PlayMusic(music, 1);
break;
case 31:
assert(Mix_Paused(soundChannel));
assert(Mix_PlayingMusic());
break;
case 60:
Mix_Resume(soundChannel);
Mix_PauseMusic();
break;
case 61:
assert(Mix_Playing(soundChannel));
assert(Mix_PausedMusic());
break;
case 90:
Mix_ResumeMusic();
break;
case 91:
assert(Mix_PlayingMusic());
break;
case 120:
Mix_HaltChannel(soundChannel);
Mix_HaltMusic();
int result = 1;
REPORT_RESULT();
break;
};
}
示例10: applySurface
bool Tela::showConfScreen() {
bool quit = false, execute = true;
if(audio) {
applySurface( 0, 0, telaConfigSound_ON, screen );
SDL_Flip( screen );
} else {
applySurface( 0, 0, telaConfigSound_OFF, screen );
SDL_Flip( screen );
}
while( execute ) {
if( SDL_PollEvent( &event ) ) {
Ponto tmp;
if( event.type == SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) {
tmp.x = event.button.x;
tmp.y = event.button.y;
if((tmp.x >= 590 && tmp.x <= 645) && (tmp.y >= 100 && tmp.y <= 160)) {
execute = false;
} else if((tmp.x >= 140 && tmp.x <= 660) && (tmp.y >= 60 && tmp.y <= 580)) {
if(audio) {
applySurface( 0, 0, telaConfigSound_OFF, screen );
SDL_Flip( screen );
audio = false;
Mix_PauseMusic();
} else {
applySurface( 0, 0, telaConfigSound_ON, screen );
SDL_Flip( screen );
audio = true;
Mix_ResumeMusic();
}
}
} else if( (event.type == SDL_QUIT) || (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE)) {
//Encerra programa
quit = true;
return quit;
}
}
}
return execute;
}
示例11: Mix_PauseMusic
//Checks if music is on
void Application::checkMusic()
{
if (isMusicOn)
{
isMusicOn = false;
Mix_PauseMusic();
}
else
{
isMusicOn = true;
if (Mix_PausedMusic() == 1)
{
Mix_ResumeMusic();
}
else
{
Mix_PlayMusic(menuBackgroundSound, 10);
}
}
}
示例12: DrawText
void GameThroneMode::GameOver()
{
const int fontSize = 60;
int middleX=(int) RESX/2;
int middleY=(int) RESY/2;
if(snake1->GetDead())
{
player2Score++;
DrawText(middleX-250,middleY-10,"Player WASD WIN",fontSize,250,152,5);
}
if(snake2->GetDead())
{
player1Score++;
DrawText(middleX-250,middleY-10,"Player ULDR WIN",fontSize,250,152,5);
}
SDL_Flip(screen);
Mix_PauseMusic();
Mix_PlayChannel(-1,sounds[4],0);
SDL_Delay(4500);
Mix_ResumeMusic();
for(int i=0;i<65;i++)
{
for(int j=0;j<35;j++)
{
Converter.CreateConvert<CellEmpty>(i,j);
}
}
Converter.Convert();
delete snake1;
delete snake2;
snake1=new Snake(Left,"Snake1",CellStruct(61,17),CellStruct(62,17),CellStruct(63,17));
snake2=new Snake(Right,"Snake2",CellStruct(3,18),CellStruct(2,18),CellStruct(1,18),1);
SDL_PumpEvents();
SDL_Event event[30];
SDL_PeepEvents(event,30,SDL_GETEVENT,SDL_KEYDOWNMASK);
}
示例13: SDLH_Play
void SDLH_Play(void)
{
musicMutex = !songs.empty();
while (musicMutex)
{
HIDUSER_GetSoundVolume(¤tVolume);
if (!Mix_PlayingMusic() || (currentVolume == 0 && songs.size() > 1))
{
if (song)
{
Mix_FreeMusic(song);
song = nullptr;
}
if (Configuration::getInstance().randomMusic())
{
currentSong = randomNumbers() % songs.size();
}
else
{
currentSong = (currentSong + 1) % songs.size();
}
song = Mix_LoadMUS(songs[currentSong].c_str());
Mix_PlayMusic(song, 1);
}
if (currentVolume == 0)
{
Mix_PauseMusic();
}
while (currentVolume == 0 && musicMutex)
{
HIDUSER_GetSoundVolume(¤tVolume);
svcSleepThread(250000000);
}
if (Mix_PausedMusic() && musicMutex)
{
Mix_ResumeMusic();
}
svcSleepThread(250000000);
}
donePlaying = true;
}
示例14: startStopSound
void startStopSound()
{
if( Mix_PlayingMusic() == 0 )
{
Mix_PlayMusic( gMusic, -1 );
chunk = true;
}
else
{
if( Mix_PausedMusic() == 1 )
{
Mix_ResumeMusic();
chunk = true;
}
else
{
Mix_PauseMusic();
chunk = false;
}
}
}
示例15: audio_set_music_on_off
void
audio_set_music_on_off (int on)
{
#ifdef USE_AUDIO
if (!sound_supported) return;
if (on) {
if (Mix_PausedMusic()) Mix_ResumeMusic();
else
{
while (Mix_FadingMusic() == MIX_FADING_OUT) SDL_Delay(100);
}
if (music[currentMus])
Mix_FadeInMusic (music[currentMus], -1, 1000);
}
else {
while (Mix_FadingMusic() == MIX_FADING_IN) SDL_Delay(100);
Mix_FadeOutMusic (1000);
}
music_on = on;
#endif
}