Avoid crashing if music file not loaded
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d5735720b0
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63
src/audio.c
63
src/audio.c
@ -1219,6 +1219,8 @@ Music LoadMusicStream(const char *fileName)
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// Unload music stream
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void UnloadMusicStream(Music music)
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{
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if (music == NULL) return;
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CloseAudioStream(music->stream);
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if (music->ctxType == MUSIC_AUDIO_OGG) stb_vorbis_close(music->ctxOgg);
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@ -1241,41 +1243,46 @@ void UnloadMusicStream(Music music)
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// Start music playing (open stream)
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void PlayMusicStream(Music music)
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{
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AudioBuffer *audioBuffer = (AudioBuffer *)music->stream.audioBuffer;
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if (audioBuffer == NULL)
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if (music != NULL)
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{
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TraceLog(LOG_ERROR, "PlayMusicStream() : No audio buffer");
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return;
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AudioBuffer *audioBuffer = (AudioBuffer *)music->stream.audioBuffer;
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if (audioBuffer == NULL)
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{
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TraceLog(LOG_ERROR, "PlayMusicStream() : No audio buffer");
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return;
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}
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// For music streams, we need to make sure we maintain the frame cursor position. This is hack for this section of code in UpdateMusicStream()
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// // NOTE: In case window is minimized, music stream is stopped,
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// // just make sure to play again on window restore
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// if (IsMusicPlaying(music)) PlayMusicStream(music);
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mal_uint32 frameCursorPos = audioBuffer->frameCursorPos;
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PlayAudioStream(music->stream); // <-- This resets the cursor position.
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audioBuffer->frameCursorPos = frameCursorPos;
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}
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// For music streams, we need to make sure we maintain the frame cursor position. This is hack for this section of code in UpdateMusicStream()
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// // NOTE: In case window is minimized, music stream is stopped,
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// // just make sure to play again on window restore
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// if (IsMusicPlaying(music)) PlayMusicStream(music);
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mal_uint32 frameCursorPos = audioBuffer->frameCursorPos;
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PlayAudioStream(music->stream); // <-- This resets the cursor position.
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audioBuffer->frameCursorPos = frameCursorPos;
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}
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// Pause music playing
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void PauseMusicStream(Music music)
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{
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PauseAudioStream(music->stream);
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if (music != NULL) PauseAudioStream(music->stream);
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}
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// Resume music playing
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void ResumeMusicStream(Music music)
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{
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ResumeAudioStream(music->stream);
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if (music != NULL) ResumeAudioStream(music->stream);
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}
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// Stop music playing (close stream)
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// TODO: To clear a buffer, make sure they have been already processed!
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void StopMusicStream(Music music)
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{
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if (music == NULL) return;
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StopAudioStream(music->stream);
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// Restart music context
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@ -1304,6 +1311,8 @@ void StopMusicStream(Music music)
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// TODO: Make sure buffers are ready for update... check music state
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void UpdateMusicStream(Music music)
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{
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if (music == NULL) return;
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bool streamEnding = false;
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unsigned int subBufferSizeInFrames = ((AudioBuffer *)music->stream.audioBuffer)->bufferSizeInFrames/2;
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@ -1406,32 +1415,35 @@ void UpdateMusicStream(Music music)
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// Check if any music is playing
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bool IsMusicPlaying(Music music)
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{
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return IsAudioStreamPlaying(music->stream);
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if (music == NULL) return false;
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else return IsAudioStreamPlaying(music->stream);
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}
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// Set volume for music
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void SetMusicVolume(Music music, float volume)
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{
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SetAudioStreamVolume(music->stream, volume);
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if (music != NULL) SetAudioStreamVolume(music->stream, volume);
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}
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// Set pitch for music
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void SetMusicPitch(Music music, float pitch)
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{
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SetAudioStreamPitch(music->stream, pitch);
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if (music != NULL) SetAudioStreamPitch(music->stream, pitch);
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}
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// Set music loop count (loop repeats)
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// NOTE: If set to -1, means infinite loop
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void SetMusicLoopCount(Music music, int count)
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{
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music->loopCount = count;
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if (music != NULL) music->loopCount = count;
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}
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// Get music time length (in seconds)
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float GetMusicTimeLength(Music music)
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{
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float totalSeconds = (float)music->totalSamples/(music->stream.sampleRate*music->stream.channels);
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float totalSeconds = 0.0f;
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if (music != NULL) totalSeconds = (float)music->totalSamples/(music->stream.sampleRate*music->stream.channels);
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return totalSeconds;
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}
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@ -1441,8 +1453,11 @@ float GetMusicTimePlayed(Music music)
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{
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float secondsPlayed = 0.0f;
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unsigned int samplesPlayed = music->totalSamples - music->samplesLeft;
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secondsPlayed = (float)samplesPlayed/(music->stream.sampleRate*music->stream.channels);
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if (music != NULL)
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{
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unsigned int samplesPlayed = music->totalSamples - music->samplesLeft;
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secondsPlayed = (float)samplesPlayed/(music->stream.sampleRate*music->stream.channels);
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}
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return secondsPlayed;
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}
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