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- Add new event raised when a synthesized sound completes rendering on the speaker
- Update SoundExpressions::play() functions to allow the use of this new event as an optional terminating condition
- Fix output inversion bug in MicroBitAudio::isPlaying()
Copy file name to clipboardExpand all lines: inc/SoundExpressions.h
+10-5Lines changed: 10 additions & 5 deletions
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@@ -48,21 +48,26 @@ namespace codal
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/**
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* Plays a sound encoded as a series of decimal encoded effects or specified by name.
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* Blocks until the sound is complete.
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* Blocks until the sound generation is complete, and the synthesizer is ready to accept new requests.
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* @param sound a string representing the sound effect to play, in the form descripbed by parseSoundExperession().
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* @param event the event to wait for - either DEVICE_SOUND_EMOJI_SYNTHESIZER_EVT_DONE (default) or DEVICE_SOUND_EMOJI_SYNTHESIZER_EVT_PLAYBACK_COMPLETE.
* Plays a sound encoded as a series of decimal encoded effects or specified by name.
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* Does not block.
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* @param a string representing the sound effect to play, in the form descripbed by parseSoundExperession().
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*/
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voidplayAsync(ManagedString sound);
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/**
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* Plays a sound encoded as an array of one or more SoundEffect structures.
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* Blocks until the sound is complete.
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* Plays a sound encoded as a series of decimal encoded effects or specified by name.
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* Blocks until the sound generation is complete, and the synthesizer is ready to accept new requests.
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* @param sound a string representing the sound effect to play, in the form descripbed by parseSoundExperession().
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* @param event the event to wait for - either DEVICE_SOUND_EMOJI_SYNTHESIZER_EVT_DONE (default) or DEVICE_SOUND_EMOJI_SYNTHESIZER_EVT_PLAYBACK_COMPLETE.
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