Play loop with fade in
the channel the sample is played on. On any errors, -1 is returned.
Play chunk on channel, or if channel is -1, pick the first free unreserved channel. The channel volume starts at 0 and fades up to full volume over ms milliseconds of time. The sample may end before the fade-in is complete if it is too short or doesn't have enough loops. The sample will play for loops+1 number of times, unless stopped by halt, or fade out, or setting a new expiration time of less time than it would have originally taken to play the loops, or closing the mixer. Note: this just calls Mix_FadeInChannelTimed with ticks set to -1.
Binds to C-function in SDL_mixer.h
int Mix_FadeInChannel(int channel, Mix_Chunk *chunk, int loops, int ms)
// play sample on first free unreserved channel // play it exactly 3 times through // fade in over one second // Mix_Chunk *sample; //previously loaded if(Mix_FadeInChannel(-1, sample, 3, 1000)==-1) { printf("Mix_FadeInChannel: %s\n",Mix_GetError()); // may be critical error, or maybe just no channels were free. // you could allocated another channel in that case... }
SdlMixer Class | Tao.Sdl Namespace | Mix_PlayChannel | Mix_FadeInChannelTimed | Mix_FadingChannel | Mix_FadeOutChannel | Mix_ReserveChannels