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IsPlayingMusic returns true if channel state is AL_PLAYING, so if it have to return false, then paused music must have different state, like AL_PAUSED. So PlayPauseMusic must mark main sound as paused
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Ok, Pause() won't work unless I made new function in CSoundInterface.
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Working on it. Found some Pause() function in another file, trying to use it instead of this quite hacky thing with playing pause music.
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Mkay Sad
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Didn't have time yet.
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@tomangelo how are you doing with the issue?
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Because it doesn't cover everything, especially the new stuff, and it's not in English.
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Because syntax may change in time (there are some changes even now).
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On the other hand why do that if we have this amazing tut?
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ColoBOT: too much messages for single commits! Calm down, man. Also, not enough space for Jenkins. Again.
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After all these years I'm still using this https://pl.wikibooks.org/wiki/Colobot/Tw...iom%C3%B3w ... We should really have a nice up-to-date documentation of level creation like this one.
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Because maybe there are more parts of code that would broke with this muting out of focus thing and changing IsPlayingMusic would prevent this (at least I hope so).
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I think the second option is better.
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Or maybe IsPlayingMusic should return true when it is muted?
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When you mute the first one, IsPlayingMusic() probably returns false and that's why intro2 starts playing.
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I think I found it. https://github.com/colobot/colobot/blob/...i.cpp#L242 This condition has to change.
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So we need to either prevent intro2 from playing when out of focus, or make proper PauseMusic function
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Until I discovered that bug with intro musics I thought it'll do the trick
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I've used PlayPauseMusic and MuteAll when lost focus, when gained focus then it's StopPauseMusic