Vitaly Novichkov
Vitaly Novichkov
Just now I rebased these changes to the latest state.
Lemme take a look...
Actually, I ... applied this thing to my side of the MixerX a while ago, but actually, I didn't used it, because my builds mostly used my custom FluidLite thing...
- Resume after pause should NOT rewind to 0. - The only real STOP (i.e. completely stop the playing) should lead the rewind to 0.
Okay, I debugged the thing just now, and... it actually calls the "Play" command... and... In my case, the logic is messed up: - The FluidSynth reports "is playing" as...
I made another solution: 1. At the structure, I added the `SDL_bool is_paused;`. 2. At `FLUIDSYNTH_Play`, `FLUIDSYNTH_Resume`, `FLUIDSYNTH_Stop` I added the `music->is_paused = SDL_FALSE;`. 3. At the `FLUIDSYNTH_Pause` I added...
> > I made another solution: > > I think all those and your changes are specific to your own fork, yes? This change I shown is not: the `music_fluidsynth.c`...
Changes I did in format of compatible patch: ```patch diff --git a/src/codecs/music_fluidsynth.c b/src/codecs/music_fluidsynth.c @@ -137,6 +137,7 @@ void *buffer; int buffer_size; int volume; + SDL_bool is_paused; } FLUIDSYNTH_Music; static void...
> About `return music->is_paused || fluidsynth.fluid_player_get_status(music->player) == FLUID_PLAYER_PLAYING ? SDL_TRUE : SDL_FALSE;` > > Is it not supposed to be like: > > ```c > return ( !music->is_paused && >...
Okay, look: - When you call the PAUSE, it just sets the state of `music_active` flag that suspends the streaming of music: https://github.com/libsdl-org/SDL_mixer/blob/main/src/music.c#L1311 - The state of "is music playing"...