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Mus Library Reference


MusHandleUnPause()

Resume channels using a sound handle.

Syntax

  int MusHandleUnPause(musHandle handle);

Arguments

  • handle is the sound handle

Explanation
Resume the processing of the channels associated with the specified sound handle, if it has been paused. The channels will resume processing on the next player update and have their current volume level set to the value they were at before processing was paused.

The pausing/resuming process may result in songs not quite sounding exactly as they should. This is because processing is suspended but the samples currently being used will play through to the end or loop. When processing is resumed, some samples may be offset because the sample playing continues during the pause period.

This function passes the pause command to the player via the FIFO buffer. If there is no space free in the FIFO buffer, this command will be ignored. The FIFO buffer is emptied every time the player processes sound data.

The handle must be a sound handle returned by MusStartSong(), MusStartEffect() or MusStartEffect2().

Return Value
Zero (0) if the FIFO command has been ignored, otherwise a non-zero value.

Example

  void ResumeSong(musHandle handle)
  {
    int I;

    while (MusHandleUnPause(handle)==0)
      WaitForVsync();
    for (I=0; I!=0x80; I+=0x20)
    {
      WaitForVsync();
      MusHandleSetVolume(handle, I);
    }
  }

See Also
MusHandlePause()
MusStartSong()
MusStartEffect()
MusStartEffect2()


Nintendo® Confidential

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Copyright © 1998-1999
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Nintendo and N64 are registered trademarks of Nintendo
Last updated March 1999