SetAudioStreamPaused(object, int, int, float)
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Un/pauses the given audio stream.
void SetAudioStreamPaused(
object oPlayer,
int nStreamIdentifier,
int bPaused,
float fFadeTime = 0.0
);
Parameters
- oPlayer
- The player to play an audio stream for.
- nStreamIdentifier
- Which AUDIOSTREAM_IDENTIFIER_* to start. There are 10 available in total.
- bPaused
- Pause the stream or not
- fFadeTime
- The amount of seconds to gradually fade the audio out/in instead of pausing/resuming directly (default: 0.0f)
Description
Un/pauses the given audio stream.
Only one type of fading can be active at once, for example: If you call StartAudioStream() with fFadeInTime = 10.0f, any other audio stream functions with a fade time >0.0f will have no effect until StartAudioStream() is done fading.
Will do nothing if the stream is currently not in use.
Remarks
This allows you to keep a stream "active" but pause for instance during dialogue, or if a band member doing a song drops out for a bit.
Version
This function was added in 88.8193.36-11 of NWN:EE.
Example
// Pauses the audio track 0 with a fade time of 5 seconds then starts it again after 10 seconds with a 3 second fade
void main()
{
object oPC = GetFirstPC();
SetAudioStreamPaused(oPlayer, AUDIOSTREAM_IDENTIFIER_0, TRUE, 5.0);
DelayCommand(10.0, SetAudioStreamPaused(oPlayer, AUDIOSTREAM_IDENTIFIER_0, FALSE, 3.0));
}
See Also
| functions: |
StartAudioStream StopAudioStream SetAudioStreamVolume SeekAudioStream |