Hi
GetCurrentMusic(); is obselete in the latest ags edition... what is the latest way..
I want to pause music whilst talking and then continue when finished talking.
I used to you something like this. I'm using .ogg:
nt music_pos = -1;
int music_num = -1;
int music_type = -1;
function PauseMusic() {
music_num = GetCurrentMusic(); // now obselete
if (music_num == -1) return;
music_pos = GetMP3PosMillis();
music_type = 0;
if (!music_pos) {
music_pos = GetMIDIPosition();
music_type = 1;
}
if (music_pos == -1) {
music_pos = Game.GetMODPattern();
music_type = 2;
}
if (music_pos == -1) {
// this shouldn't happen, but it's just a safety catch
music_num = -1;
music_type = -1;
return;
}
StopMusic();
}
function UnPauseMusic() {
if ((music_num == -1) || (music_pos == -1) || (music_type == -1)) return;
PlayMusic(music_num);
if (music_type == 0) SeekMP3PosMillis(music_pos);
else if (music_type == 1) SeekMIDIPosition(music_pos);
else if (music_type == 2) SeekMODPattern(music_pos);
else StopMusic();
music_num = -1;
music_pos = -1;
music_type = -1;
If you want to find a replacement for an old command, best search for it in the AGS 3.2.1 manual.
I found this:
readonly AudioClip* AudioChannel.PlayingClip
Which means you need to store the AudioChannel in a global variable when you call .Play()