GetSoundBufferLength
From Multi Theft Auto: Wiki
This function gets the buffer playback length of the specified sound. Works only with streams.
Syntax
float getSoundBufferLength ( element theSound )
OOP Syntax Help! I don't understand this!
- Method: sound:getBufferLength(...)
- Variable: .bufferLength
Required Arguments
- theSound: the sound element which buffer length you want to get.
Returns
- A float value indicating the buffer playback length of the sound in seconds.
- false if the sound is not a stream.
- nil if the sound is invalid.
Example
This example draws a simple player that shows the length of the downloaded part of the song.
local screenSize = Vector2(guiGetScreenSize())
local BOX_SIZE = Vector2(300, 100)
local LINE_SIZE = Vector2(BOX_SIZE.x, 10)
local BOX_POSITION = screenSize / 2 - BOX_SIZE / 2
local TITLE_POSITION = BOX_POSITION + Vector2(8, 8)
local ARTIST_POSITION = BOX_POSITION + Vector2(8, 32)
local sound
addCommandHandler("playsound", function ()
if isElement(sound) then
destroyElement(sound)
end
sound = playSound("https://example.com/song.mp3")
end)
addCommandHandler("stopsound", function ()
if isElement(sound) then
destroyElement(sound)
end
end)
addEventHandler("onClientRender", root, function ()
if isElement(sound) then
local soundLength = getSoundLength(sound)
local soundPosition = getSoundPosition(sound)
local soundBufferLength = getSoundBufferLength(sound)
local meta = getSoundMetaTags(sound)
dxDrawRectangle(BOX_POSITION, BOX_SIZE, tocolor(20, 20, 20, 255), false, false)
if meta.title then
dxDrawText(meta.title, TITLE_POSITION, 0, 0, tocolor(255, 255, 255, 255), 1.5, 1.5, "clear")
end
if meta.artist then
dxDrawText(meta.artist, ARTIST_POSITION, 0, 0, tocolor(255, 255, 255, 255), 1.0, 1.0, "clear")
end
dxDrawText(("%d:%02d"):format(soundPosition / 60, soundPosition % 60), BOX_POSITION + Vector2(8, BOX_SIZE.y - 32), BOX_POSITION + BOX_SIZE - Vector2(8, 0), tocolor(255, 255, 255, 255), 1.0, 1.0, "clear", "left", "top")
dxDrawText(("%d:%02d"):format(soundLength / 60, soundLength % 60), BOX_POSITION + Vector2(8, BOX_SIZE.y - 32), BOX_POSITION + BOX_SIZE - Vector2(8, 0), tocolor(255, 255, 255, 255), 1.0, 1.0, "clear", "right", "top")
-- draw seek bar
local linePosition = Vector2(BOX_POSITION.x, BOX_POSITION.y + BOX_SIZE.y - LINE_SIZE.y)
dxDrawRectangle(linePosition, LINE_SIZE, tocolor(255, 255, 255, 128), false, false)
-- draw buffer length
if soundBufferLength then
dxDrawRectangle(linePosition, Vector2(LINE_SIZE.x * (soundBufferLength / soundLength), LINE_SIZE.y), tocolor(255, 255, 255, 96), false, false)
end
-- draw current position
dxDrawRectangle(linePosition, Vector2(LINE_SIZE.x * (soundPosition / soundLength), LINE_SIZE.y), tocolor(255, 255, 255, 255), false, false)
end
end)
See Also
- getSoundBufferLength
- getSoundEffects
- getSoundFFTData
- getSoundLength
- getSoundLevelData
- getSoundMaxDistance
- getSoundMetaTags
- getSoundMinDistance
- getSoundPan
- getSoundPosition
- getSoundProperties
- getSoundSpeed
- getSoundVolume
- getSoundWaveData
- isSoundPanningEnabled
- isSoundPaused
- playSFX
- playSFX3D
- playSound
- playSound3D
- playSoundFrontEnd
- setRadioChannel
- setSoundEffectEnabled
- setSoundMaxDistance
- setSoundMinDistance
- setSoundPan
- setSoundPanningEnabled
- setSoundPaused
- setSoundPosition
- setSoundProperties
- setSoundSpeed
- setSoundVolume
- stopSound