IRRKLANG and channel.playing()

BlitzMax Forums/Brucey's Modules/IRRKLANG and channel.playing()

Stu_ovine(Posted 2008) [#1]
Im having trouble detecting that a soundfile has actually stopped.

Its a small PCM file (about 4k) and I have tried saving it as an OGG also. IrrKlang always says its playing.

All my other sound files load and work correctly ?

Any pointers ?




SuperStrict

Framework BaH.irrKlangAudio
Import BRL.StandardIO
Import BRL.GLMax2D

SetAudioDriver("irrKlang")

Local sound:TSound = LoadSound("Sound.wav", False)
Local channel:TChannel = CueSound(sound)
ResumeChannel(channel)

Graphics 640,480,0
While Not KeyDown(key_escape)
	DebugLog channel.playing()
Wend




FIXED:

Hmmmm ive just tested some more and actually got it to detect. The sound file only plays for 0.02 of a second. If increase this to over 0.03 (inserting silence) it detects.

So seems irrKlang has a problem with tiny sound files.


Brucey(Posted 2008) [#2]
Try the latest dll from here (1.10) and see if that helps?

If not, then it's still an outstanding bug with irrKlang.


I need to update my mod for 1.10 anyway.