SDL Wiki
(This function is part of SDL_mixer, a separate library from SDL.)

Mix_FadeInChannelTimed

Play an audio chunk on a specific channel, fading in the audio, for a maximum time.

Syntax

int Mix_FadeInChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ms, int ticks);

Function Parameters

channel

the channel on which to play the new chunk, or -1 to find any available.

chunk

the new chunk to play.

loop

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.

Return Value

Returns which channel was used to play the sound, or -1 if sound could not be played.

Remarks

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.

If 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).

Version

This function is available since SDL_mixer 2.0.0.


CategoryAPI


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