Fixed SoundStream::GetPlayingOffset looping after a few seconds

This commit is contained in:
Laurent Gomila 2011-08-08 20:49:57 +02:00
parent d5ced60dec
commit 7f11d16f3b
2 changed files with 3 additions and 3 deletions

View File

@ -286,7 +286,7 @@ private :
unsigned int mySampleRate; ///< Frequency (samples / second)
unsigned long myFormat; ///< Format of the internal sound buffers
bool myLoop; ///< Loop flag (true to loop, false to play once)
unsigned int mySamplesProcessed; ///< Number of buffers processed since beginning of the stream
Uint64 mySamplesProcessed; ///< Number of buffers processed since beginning of the stream
bool myEndBuffers[BuffersCount]; ///< Each buffer is marked as "end buffer" or not, for proper duration calculation
};

View File

@ -159,7 +159,7 @@ void SoundStream::SetPlayingOffset(Uint32 timeOffset)
OnSeek(timeOffset);
// Restart streaming
mySamplesProcessed = timeOffset * mySampleRate * myChannelsCount / 1000;
mySamplesProcessed = static_cast<Uint64>(timeOffset) * mySampleRate * myChannelsCount / 1000;
myIsStreaming = true;
myThread.Launch();
}
@ -171,7 +171,7 @@ Uint32 SoundStream::GetPlayingOffset() const
ALfloat seconds = 0.f;
ALCheck(alGetSourcef(mySource, AL_SEC_OFFSET, &seconds));
return static_cast<Uint32>(1000 * seconds) + 1000 * mySamplesProcessed / mySampleRate / myChannelsCount;
return static_cast<Uint32>(1000 * seconds + 1000 * mySamplesProcessed / mySampleRate / myChannelsCount);
}