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Stopping BGM1 ,Playing BGM2 , Continue playing BGM1 Question

by Michael S · in Torque Game Builder · 07/16/2007 (8:17 pm) · 6 replies

If i have 2 BGM
called BGM1 and BGM2

first i Play BGM1 =====> $BGM1=alxplay(BGM1)
then
stopping play BGM1 =====> Alxstop(BGM1);
and start to play BGM2 ====> $BGM2=alxplay(BGM2);
stopping play BGM2 ====> alxstop(BGM2)

How To continue playing BGM1 not from beginning again ,
but continue from when i stopped play BGM1===>> ????????

if i use $BGM1=alxplay(BGM1) the BGM1 is started to play from the beginning again , and i don't wont that .

Could anybody help me with this ?

#1
07/17/2007 (11:54 am)
As far as i know, that cant be done... but i might be wrong... maybe modifyin the C++ code can give you the option to "resume" playin an audio stream form where you left off... but again, im not sure.
#2
07/18/2007 (5:36 pm)
I've the idea and think about this trick

first i Play BGM1 =====> $BGM1=alxplay(BGM1)
then
Muting the volume of BGM1 rather than stopping play BGM1 =====> But I don't know how to do that >_<
and start to play BGM2 ====> $BGM2=alxplay(BGM2);
stopping play BGM2 ====> alxstop(BGM2)
Raise the volume of BGM1 again ==> don't know how to do it >_<

I see the Function called setchannelvolume(%channel,%volume)
But i don't understand what %channel used for
and also if i set % volume into 0
There will be no sound either i play BGM1 and BGM2
#3
07/18/2007 (9:10 pm)
If you have source access, this resource will save your life:

VMPlayer.
#4
07/19/2007 (2:59 am)
Lowering or uppin the volume of the BGM its rather trivial, i know it can be done, but i dont have the fucntion at the top of my head right now... but i see a flaw in your "trick" and its the fact that whenever you "resume" playin BGM1, it will start from the beggining... what would work in this case would be pausing BGM1 --> playin BGM2--> stoppin BGM2 --> resumin' playin BGM1...

you can configure up to 32 chanels for the audio, so if you program BGM1 to play in, say, channel 1, adn BGM2 in channel2, it shouldnt be a problem for you to mute either channel w/o affectin the others... you can "pre program" that by modifyin the audioDataBlocks.cs file of your project.

i'll get back to you in a couple hours (time to sleep for me now), maybe i'll find the functions you need... if i happen to find them.
#5
07/20/2007 (12:04 am)
Ok thx a lot, I'll look around th forum about channel a too
#6
07/27/2007 (6:48 pm)
Hahahahah finally i can do this trick
thx for this link

http://www.garagegames.com/mg/forums/result.thread.php?qt=55388