GetSoundBufferLength
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This function gets the buffer playback length of the specified sound. Works only with streams.
Składnia
float getSoundBufferLength ( element theSound )
Składnia OOP Pomocy, nie rozumiem!
- Metoda: sound:getBufferLength(...)
- Wartość: .bufferLength
Wymagane argumenty
- sound: element dźwięku, którego długość chcesz pozyskać.
Zwraca
- Wartość zmiennoprzecinkową, która zawiera długość dźwięku w sekundach.
- fałsz jeżeli dźwięk nie jest strumieniem.
- nil jeżeli dźwięk jest nieprawidłowy.
Przykłady
Ten przykład rysuje prosty odtwarzacz, który pokazuje długość pobranej części utworu.
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
- getRadioChannel
- getRadioChannelName
- getSFXStatus
- getSoundBPM
- getSoundBufferLength
- getSoundEffectParameters
- getSoundEffects
- getSoundFFTData
- getSoundLength
- getSoundLevelData
- getSoundMaxDistance
- getSoundMetaTags
- getSoundMinDistance
- getSoundPan
- getSoundPosition
- getSoundProperties
- getSoundSpeed
- getSoundVolume
- getSoundWaveData
- isSoundLooped
- isSoundPanningEnabled
- isSoundPaused
- playSFX3D
- playSFX
- playSound3D
- playSound
- playSoundFrontEnd
- setRadioChannel
- setSoundEffectEnabled
- setSoundEffectParameter
- setSoundLooped
- setSoundMaxDistance
- setSoundMinDistance
- setSoundPan
- setSoundPanningEnabled
- setSoundPaused
- setSoundPosition
- setSoundProperties
- setSoundSpeed
- setSoundVolume
- stopSound