mixPlayChannelTimed function

int mixPlayChannelTimed(
  1. int channel,
  2. Pointer<MixChunk> chunk,
  3. int loops,
  4. int ticks,
)

Play an audio chunk on a specific channel for a maximum time.

If the specified channel is -1, play on the first free channel (and return -1 without playing anything new if no free channel was available).

If a specific channel was requested, and there is a chunk already playing there, that chunk will be halted and the new chunk will take its place.

If loops is greater than zero, loop the sound that many times. If loops is -1, loop "infinitely" (~65000 times).

ticks specifies the maximum number of milliseconds to play this chunk before halting it. If you want the chunk to play until all data has been mixed, specify -1.

Note that this function does not block for the number of ticks requested; it just schedules the chunk to play and notes the maximum for the mixer to manage later, and returns immediately.

\param channel the channel on which to play the new chunk. \param chunk the new chunk to play. \param loops the number of times the chunk should loop, -1 to loop (not actually) infinitely. \param ticks the maximum number of milliseconds of this chunk to mix for playback. \returns which channel was used to play the sound, or -1 if sound could not be played.

\since This function is available since SDL_mixer 3.0.0.

extern SDL_DECLSPEC int SDLCALL Mix_PlayChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ticks)

Implementation

int mixPlayChannelTimed(
    int channel, Pointer<MixChunk> chunk, int loops, int ticks) {
  final mixPlayChannelTimedLookupFunction = libSdl3Mixer.lookupFunction<
      Int32 Function(
          Int32 channel, Pointer<MixChunk> chunk, Int32 loops, Int32 ticks),
      int Function(int channel, Pointer<MixChunk> chunk, int loops,
          int ticks)>('Mix_PlayChannelTimed');
  return mixPlayChannelTimedLookupFunction(channel, chunk, loops, ticks);
}