Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Stopping _SNDPLAYCOPY ?Possible?
#9
(08-07-2024, 03:14 PM)TerryRitchie Wrote:
(08-07-2024, 02:48 PM)a740g Wrote: I think _SNDSTOPCOPIES may be a good idea. A fair amount of complexity is involved in getting this done on the BASIC side using arrays, _SNDCOPY & _SNDCLOSE. There is no way to stop and dispose of copies until it finishes playing. Also, the C++ side implementation is trivial.

Maybe we can have this in 3.15 when we make more audio-specific improvements. Wink
Thank you for considering this.

Oh yeah, that's right, as you point out _SNDCOPY will make another instance in RAM than needs to be removed with _SNDCLOSE. More overhead that I didn't consider.

(08-07-2024, 11:17 AM)SpriggsySpriggs Wrote: Why wouldn't we use handles for this?
_SNDPLAYCOPY doesn't return a handle but instead handles all sound management internally.
Is it possible to tweak _SNDPLAYCOPY to return a handle?
Reply


Messages In This Thread
RE: Stopping _SNDPLAYCOPY ?Possible? - by a740g - 08-07-2024, 02:48 PM
RE: Stopping _SNDPLAYCOPY ?Possible? - by madscijr - 08-07-2024, 05:57 PM
RE: Stopping _SNDPLAYCOPY ?Possible? - by Pete - 08-07-2024, 03:44 PM
RE: Stopping _SNDPLAYCOPY ?Possible? - by Pete - 08-07-2024, 11:16 PM



Users browsing this thread: 10 Guest(s)