How would I halt the playing of a sound effect in SDL2?
Currently I'm playing sound effects using the SDL2 Mixer with this code.
Mix_PlayChannel(-1, soundEffect, 0);
However I want the play to be able to not have to listen to the entire sound effect and when they leave the menu the sound effect should stop.
I've tried Mix_HaltMusic(); however that doesn't seem to apply to Mix_Chunk.
How would I do so?
To stop the Mix_Chunk started with Mix_PlayChannel, you have to use Mix_HaltChannel as explained in this answer for the opposite problem.
Related
How to enable something like v-sync in the freeglut program, is there a way to reduce screen tearing such as possibly properly syncing up the monitor refresh rate with the frames pushed out of the program? is there possibly a library that I could use that already contains something that could take care of this? I have found tutorials for "wglSwapIntervalEXT" but I have not found any simple tutorial in its bare form. I have my freeglut program in fullscreen and there seems to be screen tearing that I can't figure out how to fix.
I'm implementing sound in my C++ game with SDL_Mixer, and can't find a function in the manual that would give me the Mix_Music that is currently playing. I figure I need it to know whether I can free the Mix_Music or not, depending on whether it is currently playing.
According to https://www.libsdl.org/projects/SDL_mixer/docs/SDL_mixer.html#SEC56 you can simply free the music whether it is playing or not. The music will halt if it is playing, or finish fading out if it is fading out.
You had better just remember the last music you asked to be played yourself if you want to keep track of it for other reasons.
I am using XAudio2 to play sounds in my game. I have about 16 source voices out of which 3 are looping effects which need to be played just like a background music. I have another background music which starts playing at regular intervals(once completed it waits for 1 minute and restarts). Whenever another effect has to be played like button click, gun shot etc, I search for an available source and attach the buffer to it and starts playing.
My problem is once the background music has started playing, just the looping effects will get played and other effects which need to be played on game actions(such as button click) do not get played. And all of these delayed effects get played once the background music is stopped. Also if I use one looping effect(instead of 3) all these get played in the right order.
I am using a submix voice for effects and background music is submitted directly to the mastering voice.
Can someone please help me as I am stuck here
Whenever one intends to play different sounds in the same time, he or she should make sure that these sounds are not in a queue, displayed in a sequential order, but they are displayed using different threads.
In Milsim's case the problem was exactly this, apparently, he used tasks to display the sounds, but they were not issued in different threads. He solved his problem using IAsyncAction.
cocos2d-iphone 1.0.1.
I have noticed this with other cocos2d-iphone games installed in my device, like Kingdom Rush.
Basically, most of the times, the audio is fine (almost always). But suddenly, at an unexpected moment, the background music stops playing and only the sound effects work. Sometimes, killing the application will not be enough to fix it.
With my cocos2d-iphone game this happens as well, with no hint in the console. I use SimpleAudioEngine to play background music and sound effects.
Killing my application, restarting Xcode will not fix it. I usually just ignore the problem and, in the near future, it is suddenly gone. I suspect that rebooting the device tends to fix this, but that's beyond the point: I should know why is it happening.
I also tried preloading my background music. Doesn't change a thing.
I believe I have experienced this problem with both .mp3 and .wav formats.
Why might this be happening?
No idea to the exact reason, but I can think of a few:
memory warning causes audio stream to be interrupted
audio interruptions (calendar notification, incoming SMS/call) not handled properly by CocosDenshion
other streaming music is played (ie perhaps videoplayer, iPod music player)
music isn't streamed but buffered, which means music is fighting over audio buffers with all other effects - eventually so many audio effects are played that older buffers have to cancel playback (which might be the music) in order to allow the new effect to play
defective device (since it happens in other apps …)
bug in CocosDenshion (check the cocos2d issue tracker and forum for any unresolved audio bugs)
I think you can exclude the latter if you're using the playBackgroundMusic API to stream music instead of buffering it.
I'm currently writing a game of immense sophistication and cunning, that will fill you with awe and won- oh, OK, it's the 15 puzzle, and I'm just familiarising myself with SDL.
I'm running in windowed mode, and using SDL_Flip as the general-case page update, since it maps automatically to an SDL_UpdateRect of the full window in windowed mode. Not the optimum approach, but given that this is just the 15 puzzle...
Anyway, the tile moves are happening at ludicrous speed. IOW, SDL_Flip in windowed mode doesn't include any synchronisation with vertical retraces. I'm working in Windows XP ATM, but I assume this is correct behaviour for SDL and will occur on other platforms too.
Switching to using SDL_UpdateRect obviously won't change anything. Presumably, I need to implement the delay logic in my own code. But a simple clock-based timer could result in updates occuring when the window is half-drawn, causing visible distortions (I forget the technical name).
EDIT This problem is known as "tearing".
So - in a windowed mode game in SDL, how do I synchronise my page-flips with the vertical retrace?
EDIT I have seen several claims, while searching for a solution, that it is impossible to synchronise page-flips to the vertical retrace in a windowed application. On Windows, at least, this is simply false - I have written games (by which I mean things on a similar level to the 15-puzzle) that do this. I once wasted some time playing with Dark Basic and the Dark GDK - both DirectX-based and both syncronising page-flips to the vertical retrace in windowed mode.
Major Edit
It turns out I should have spent more time looking before asking. From the SDL FAQ...
http://sdl.beuc.net/sdl.wiki/FAQ_Double_Buffering_is_Tearing
That seems to imply quite strongly that synchronising with the vertical retrace isn't supported in SDL windowed-mode apps.
But...
The basic technique is possible on Windows, and I'm beginning the think SDL does it, in a sense. Just not quite certain yet.
On Windows, I said before, synchronising page-flips to vertical syncs in Windowed mode has been possible all the way back to the 16-bit days using WinG. It turns out that that's not exactly wrong, but misleading. I dug out some old source code using WinG, and there was a timer triggering the page-blits. WinG will run at ludicrous speed, just as I was surprised by SDL doing - the blit-to-screen page-flip operations don't wait for a vertical retrace.
On further investigation - when you do a blit to the screen in WinG, the blit is queued for later and the call exits. The blit is executed at the next vertical retrace, so hopefully no tearing. If you do further blits to the screen (dirty rectangles) before that retrace, they are combined. If you do loads of full-screen blits before the vertical retrace, you are rendering frames that are never displayed.
This blit-to-screen in WinG is obviously similar to the SDL_UpdateRect. SDL_UpdateRects is just an optimised way to manually combine some dirty rectangles (and be sure, perhaps, they are applied to the same frame). So maybe (on platforms where vertical retrace stuff is possible) it is being done in SDL, similarly to in WinG - no waiting, but no tearing either.
Well, I tested using a timer to trigger the frame updates, and the result (on Windows XP) is uncertain. I could get very slight and occasional tearing on my ancient laptop, but that may be no fault of SDLs - it could be that the "raster" is outrunning the blit. This is probably my fault for using SDL_Flip instead of a direct call to SDL_UpdateRect with a minimal dirty rectangle - though I was trying to get tearing in this case, to see if I could.
So I'm still uncertain, but it may be that windowed-mode SDL is as immune to tearing as it can be on those platforms that allow it. Results don't seem as bad as I imagined, even on my ancient laptop.
But - can anyone offer a definitive answer?
You can use the framerate control of SDL_gfx.
Looking at the docs of library, the flow of your application will be like this:
// initialization code
FPSManager *fpsManager;
SDL_initFramerate(fpsManager);
SDL_setFramerate(fpsManager, 60 /* desired FPS */);
// in the render loop
SDL_framerateDelay(fpsManager);
Also, you may look at the source code to create your own framerate control.