Play a new music object, fading in the audio.
Defined in <SDL_mixer.h>
int Mix_FadeInMusic(Mix_Music *music, int loops, int ms);
Mix_Music * | music | the new music object to play. |
int | loops | the number of times the chunk should loop, -1 to loop (not actually) infinitely. |
int | ms | the number of milliseconds to spend fading in. |
(int) Returns zero on success, -1 on error.
This will start the new music playing, much like Mix_PlayMusic() will, but will start the music playing at silence and fade in to its normal volume over the specified number of milliseconds.
If there is already music playing, that music will be halted and the new music object will take its place.
If loops
is greater than zero, loop the music that many times. If loops
is -1, loop "infinitely" (~65000 times).
Fading music will change it's volume progressively, as if Mix_VolumeMusic() was called on it (which is to say: you probably shouldn't call Mix_VolumeMusic() on fading music).
This function is available since SDL_mixer 2.0.0.