GetSoundBufferLength

From Multi Theft Auto: Wiki
Revision as of 16:36, 26 September 2021 by Turret001 (talk | contribs) (Reverted edits by Ameir (talk) to last revision by Alvesvin)
Jump to navigation Jump to search

This function gets the buffer playback length of the specified sound. Works only with streams.

Syntax

float getSoundBufferLength ( element theSound )

OOP Syntax Help! I don't understand this!

Method: sound:getBufferLength(...)
Variable: .bufferLength


Required Arguments

  • theSound: the sound element which buffer length you want to get.

Returns

  • A float value indicating the buffer playback length of the sound in seconds.
  • false if the sound is not a stream.
  • nil if the sound is invalid.

Example

This example draws a simple player that shows the length of the downloaded part of the song.

local screenSize = Vector2(guiGetScreenSize())
local BOX_SIZE = Vector2(300, 100)
local LINE_SIZE = Vector2(BOX_SIZE.x, 10)
local BOX_POSITION = screenSize / 2 - BOX_SIZE / 2
local TITLE_POSITION = BOX_POSITION + Vector2(8, 8)
local ARTIST_POSITION = BOX_POSITION + Vector2(8, 32)

local sound

addCommandHandler("playsound", function ()
    if isElement(sound) then
        destroyElement(sound)
    end
    sound = playSound("https://example.com/song.mp3")
end)

addCommandHandler("stopsound", function ()
    if isElement(sound) then
        destroyElement(sound)
    end
end)

addEventHandler("onClientRender", root, function ()
    if isElement(sound) then
        local soundLength = getSoundLength(sound)
        local soundPosition = getSoundPosition(sound)
        local soundBufferLength = getSoundBufferLength(sound)

        local meta = getSoundMetaTags(sound)

        dxDrawRectangle(BOX_POSITION, BOX_SIZE, tocolor(20, 20, 20, 255), false, false)

        if meta.title then
            dxDrawText(meta.title, TITLE_POSITION, 0, 0, tocolor(255, 255, 255, 255), 1.5, 1.5, "clear")
        end
        if meta.artist then
            dxDrawText(meta.artist, ARTIST_POSITION, 0, 0, tocolor(255, 255, 255, 255), 1.0, 1.0, "clear")
        end

        dxDrawText(("%d:%02d"):format(soundPosition / 60, soundPosition % 60), BOX_POSITION + Vector2(8, BOX_SIZE.y - 32), BOX_POSITION + BOX_SIZE - Vector2(8, 0), tocolor(255, 255, 255, 255), 1.0, 1.0, "clear", "left", "top")
        dxDrawText(("%d:%02d"):format(soundLength / 60, soundLength % 60), BOX_POSITION + Vector2(8, BOX_SIZE.y - 32), BOX_POSITION + BOX_SIZE - Vector2(8, 0), tocolor(255, 255, 255, 255), 1.0, 1.0, "clear", "right", "top")
        
        -- draw seek bar
        local linePosition = Vector2(BOX_POSITION.x, BOX_POSITION.y + BOX_SIZE.y - LINE_SIZE.y)
        dxDrawRectangle(linePosition, LINE_SIZE, tocolor(255, 255, 255, 128), false, false)

        -- draw buffer length
        if soundBufferLength then
            dxDrawRectangle(linePosition, Vector2(LINE_SIZE.x * (soundBufferLength / soundLength), LINE_SIZE.y), tocolor(255, 255, 255, 96), false, false)
        end
        -- draw current position
        dxDrawRectangle(linePosition, Vector2(LINE_SIZE.x * (soundPosition / soundLength), LINE_SIZE.y), tocolor(255, 255, 255, 255), false, false)
    end
end)

See Also