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#include "audio.h"
namespace jin
{
namespace audio
{
onlyonce bool SDLAudio::_init(const SettingBase* s)
{
if (SDL_Init(SDL_INIT_AUDIO) < 0)
return false;
const SDLAudioSetting* setting = (SDLAudioSetting*)s;
SDL_AudioSpec wanted;
zero(wanted);
wanted.freq = setting->rate;
wanted.format = setting->resolution;
wanted.channels = setting->channels;
wanted.samples = setting->samples;
wanted.userdata = setting->userdata;
wanted.callback = setting->callback;
if (SDL_OpenAudio(&wanted, NULL) < 0)
{
return false;
}
// start audio
SDL_PauseAudio(0);
return true;
}
onlyonce void SDLAudio::_quit()
{
SDL_CloseAudio();
delete audio;
}
void SDLAudio::defaultCallback(void *udata, Uint8 *stream, int len)
{
}
void SDLAudio::play() {}
void SDLAudio::stop() {}
bool SDLAudio::pause()
{
return false;
}
bool SDLAudio::pause(Source* source)
{
return false;
}
bool SDLAudio::resume()
{
return false;
}
bool SDLAudio::resume(Source* source)
{
return false;
}
void SDLAudio::rewind()
{
}
void SDLAudio::setVolume(float volume)
{
}
float SDLAudio::getVolume()
{
return 0.f;
}
}
}
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