Play an audio chunk on a specific channel, fading in the audio, for a maximum time.
int Mix_FadeInChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ms, int ticks);
|channel||the channel on which to play the new chunk, or -1 to find any available.|
|chunk||the new chunk to play.|
|loops||the number of times the chunk should loop, -1 to loop (not actually) infinitely.|
|ms||the number of milliseconds to spend fading in.|
|ticks||the maximum number of milliseconds of this chunk to mix for playback.|
Returns which channel was used to play the sound, or -1 if sound could not be played.
This will start the new sound playing, much like Mix_PlayChannel() will, but will start the sound playing at silence and fade in to its normal volume over the specified number of milliseconds.
If the specified channel is -1, play on the first free channel (and return -1 without playing anything new if no free channel was available).
If a specific channel was requested, and there is a chunk already playing there, that chunk will be halted and the new chunk will take its place.
loops is greater than zero, loop the sound that many times. If
loops is -1, loop "infinitely" (~65000 times).
ticks specifies the maximum number of milliseconds to play this chunk before halting it. If you want the chunk to play until all data has been mixed, specify -1.
Note that this function does not block for the number of ticks requested; it just schedules the chunk to play and notes the maximum for the mixer to manage later, and returns immediately.
A fading channel will change it's volume progressively, as if Mix_Volume() was called on it (which is to say: you probably shouldn't call Mix_Volume() on a fading channel).
This function is available since SDL_mixer 3.0.0.