Game Development Reference
In-Depth Information
Other audio queries
The s3eAudioGetInt function allows us to make several other queries regarding
audio playback. The following table shows which properties can be specified:
Property
Description
S3E_AUDIO_STATUS
Returns current audio status—one of S3E_AUDIO_
STOPPED , S3E_AUDIO_PLAYING , S3E_AUDIO_
PAUSED , or S3E_AUDIO_FAILED .
S3E_AUDIO_POSITION
Returns the current position in the audio track in
milliseconds, or 0 if no track is playing. Note that not
all platforms support this feature.
S3E_AUDIO_CHANNEL
Returns the currently selected audio channel. This
property can also be used in s3eAudioSetInt
to select which audio channel the future audio
commands will be applied to. See the following
property for more on audio channels.
S3E_AUDIO_NUM_CHANNELS
Returns the number of audio channels available. On
most platforms this will return 1 since most devices
only allow a single audio track to be played at any
time. Some devices provide more than one channel,
meaning more than one audio track can be played
simultaneously.
S3E_AUDIO_MUTES_
S3ESOUND
Returns 1 if the hardware is not capable of
outputting sound through both s3eAudio and
s3eSound at the same time. In this instance playing
an audio track will cause s3eSound processing to
continue, but without actually producing any output.
S3E_AUDIO_DURATION
Returns the length, in milliseconds, of the track
currently playing.
S3E_AUDIO_PLAYBACK_
FROM_HTTP_AVAILABLE
Returns 1 if the hardware is able to play an audio
track by streaming from a URL.
End of track notification
There are two methods we can use to determine when an audio track has finished.
One is to use a polled approach, the other is to make use of a callback.
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