Only set the isPlaying flag when the audio has finished playing.

This commit is contained in:
David Reid
2020-08-29 18:05:45 +10:00
parent 3a347e04ed
commit 35d8f093ec
2 changed files with 30 additions and 7 deletions
+4 -2
View File
@@ -71,12 +71,14 @@ int main(int argc, char** argv)
return -1;
}
#if 1
result = ma_sound_init_from_file(&engine, argv[1], MA_DATA_SOURCE_FLAG_DECODE | MA_DATA_SOURCE_FLAG_ASYNC /*| MA_DATA_SOURCE_FLAG_STREAM*/, &loadNotification, NULL, &sound2);
if (result != MA_SUCCESS) {
printf("Failed to load sound: %s\n", argv[1]);
ma_engine_uninit(&engine);
return -1;
}
#endif
/*ma_data_source_seek_to_pcm_frame(sound.pDataSource, 5000000);*/
@@ -90,11 +92,11 @@ int main(int argc, char** argv)
//ma_sound_set_looping(&sound, MA_TRUE);
//ma_sound_seek_to_pcm_frame(&sound, 6000000);
//ma_sound_set_start_delay(&sound, 1110);
ma_sound_set_volume(&sound, 0.0f);
ma_sound_set_volume(&sound, 0.5f);
//ma_sound_set_fade_point_in_milliseconds(&sound, 0, 0, 1, 0, 2000);
//ma_sound_set_fade_point_auto_reset(&sound, 0, MA_FALSE); /* Enable fading around loop transitions. */
//ma_sound_set_fade_point_auto_reset(&sound, 1, MA_FALSE);
ma_sound_set_stop_delay(&sound, 1000);
//ma_sound_set_stop_delay(&sound, 1000);
ma_sound_start(&sound);
//ma_sleep(1000);