Whoa! PlayQueued is a nice command! Thanks!

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AudioChannel *acMusic;
//fix to report correct music position, game in 60fps
int frame;
int acMusPreviousMs;
bool startedRepeat;
int frameWhenRepeatingStarted;
int actualACMusMs;
void playMusic(AudioClip * musicClip){
acMusic = musicClip.Play(eAudioPriorityHigh, eRepeat);
}
void repeatedly_execute_always(){
if(IsGamePaused()==1 || acMusic==null){
return;
}
frame++;
if(acMusic.PositionMs==acMusPreviousMs){
if(!startedRepeat){
frameWhenRepeatingStarted=frame-1;
}
startedRepeat=true;
actualACMusMs = acMusPreviousMs+(frame-frameWhenRepeatingStarted)*16;
} else {
startedRepeat=false;
actualACMusMs= acMusic.PositionMs;
}
acMusPreviousMs = acMusic.PositionMs;
}
int aVariable;
game_start(){
aVariable = 10;
}
void something(){
aVariable.Tween(1.5, 70, eEaseLinearTween, eNoBlockTween);
}
int previousSystemVolume;
void game_start(){
SetMultitaskingMode(1);
previousSystemVolume = System.Volume;
}
function repeatedly_execute()
{
if (!System.HasInputFocus && IsGamePaused() == 0) {
previousSystemVolume = System.Volume;
System.Volume=0;
PauseGame();
} else if (System.HasInputFocus && IsGamePaused() == 1) {
System.Volume = previousSystemVolume;
UnPauseGame();
}
}
ViewFrame * tvf;
int i_view;
int i_loop;
function repeatedly_execute_always(){
i_view = cChara.View;
i_loop = cChara.Loop;
}
...
function late_repeatedly_execute_always(){
...
tvf = Game.GetViewFrame(i_view, i_loop, cChara.Frame);
...
}
ViewFrame * tvf;
...
function late_repeatedly_execute_always(){
...
tvf = Game.GetViewFrame(cChara.View, cChara.Loop, cChara.Frame);
...
}
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