Added talkey to texty
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@ -136,6 +136,18 @@ void AudioSource::setPlayMode(enum AudioSourcePlayMode playMode) {
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this->playMode = playMode;
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}
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void AudioSource::stop() {
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this->state = AUDIO_SOURCE_STATE_STOPPED;
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}
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void AudioSource::play() {
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this->state = AUDIO_SOURCE_STATE_PLAYING;
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}
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void AudioSource::pause() {
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this->state = AUDIO_SOURCE_STATE_PAUSED;
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}
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void AudioSource::onDispose() {
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assertTrue(this->ready);
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this->ready = false;
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@ -152,11 +164,12 @@ void AudioSource::onSceneUpdate() {
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ALint buffersProcessed;
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assertTrue(this->ready);
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assertTrue(this->data != nullptr);
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assertTrue(this->data->loaded);
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// What is the user trying to do?
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if(this->state == AUDIO_SOURCE_STATE_PLAYING) {
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assertTrue(this->data != nullptr);
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assertTrue(this->data->loaded);
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// Handle the special game-paused music-paused state.
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if(this->playMode == AUDIO_PLAY_MODE_UNPAUSED && this->getGame()->timeManager.isPaused) {
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if(this->internalState == AUDIO_SOURCE_STATE_PLAYING) {
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@ -220,6 +233,9 @@ void AudioSource::onSceneUpdate() {
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assertUnreachable();
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}
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} else if(this->state == AUDIO_SOURCE_STATE_PAUSED) {
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assertTrue(this->data != nullptr);
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assertTrue(this->data->loaded);
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// Pause has been requested.
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if(this->internalState != AUDIO_SOURCE_STATE_PLAYING) return;
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@ -231,6 +247,9 @@ void AudioSource::onSceneUpdate() {
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} else if(this->state == AUDIO_SOURCE_STATE_STOPPED) {
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if(this->internalState == AUDIO_SOURCE_STATE_STOPPED) return;
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assertTrue(this->data != nullptr);
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assertTrue(this->data->loaded);
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// Release the buffers
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alSourceStop(this->source);
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this->detatchBuffers();
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@ -112,6 +112,21 @@ namespace Dawn {
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*/
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void setPlayMode(enum AudioSourcePlayMode mode);
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/**
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* Stop playing this audio source. Shorthand for setting the state.
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*/
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void stop();
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/**
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* Play this audio source. Shorthand for state setting.
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*/
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void play();
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/**
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* Pause this audio source. Shorthand for state setting.
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*/
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void pause();
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void onStart() override;
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void onDispose() override;
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};
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