/// <summary> /// Plays the music sample and fades it in /// </summary> /// <param name="numberOfTimes"> /// The number of times to play. /// Specify 1 to play a single time, -1 to loop forever. /// </param> /// <param name="milliseconds"> /// The number of milliseconds to fade in for /// </param> public static void FadeIn(int numberOfTimes, int milliseconds) { if (SdlMixer.Mix_FadeInMusic(m_CurrentMusic.Handle, numberOfTimes, milliseconds) != 0) { throw SdlException.Generate(); } }
/// <summary> /// Plays the music sample and fades it in /// </summary> /// <param name="numberOfTimes"> /// The number of times to play. /// Specify 1 to play a single time, -1 to loop forever. /// </param> /// <param name="milliseconds"> /// The number of milliseconds to fade in for /// </param> public void FadeIn(int numberOfTimes, int milliseconds) { MusicPlayer.CurrentMusic = this; if (SdlMixer.Mix_FadeInMusic(this.Handle, numberOfTimes, milliseconds) != 0) { throw SdlException.Generate(); } }
public void FadeInMusic() { InitAudio(); int result; IntPtr chunkPtr = SdlMixer.Mix_LoadMUS("test.wav"); result = SdlMixer.Mix_FadeInMusic(chunkPtr, -1, 2); Console.WriteLine("PlayMusic: " + result.ToString()); Assert.IsTrue(result != -1); Thread.Sleep(5000); QuitAudio(); }
/** * Fades a Handle to an ogg file in. * * @param song The song to fade in. Providing no argument will fade the currentSong in. * * @param loop whether or not to loop music * * @param ms duration of fade in ms */ public void fadeSongIn(bool loop, int ms, Handle song = null) { if (song == null) { song = currentSong; } if (song == null) { return; } SdlMixer.Mix_FadeInMusic(currentSong.getResource <SongSample>().handle, loop ? -1 : 1, ms); }