axmol/cocos/audio
James Chen b80e316150 fixed #16938: Audio could not be played entirely on iOS/macOS. And refactored some code of decoding. (#16946)
* fixed #16938: Audio could not be played entirely on iOS/macOS. And refactored some code of decoding.

* Adds license header, removes unused macros.

* issue #16938: Corrects remaining frame count calculation.

* Updates include path.

* Adds comments for AudioDecoder class.

* Adds const for getter functions in AudioDecoder.

* issue #16938: Adds test case.

* Updates license years.

* Deletes trailing white spaces.
2016-12-02 13:52:37 +08:00
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android fixed #16754: [android] Background music which is playing could not be paused while game enters background. (#16755) 2016-10-28 10:12:52 +08:00
apple fixed #16938: Audio could not be played entirely on iOS/macOS. And refactored some code of decoding. (#16946) 2016-12-02 13:52:37 +08:00
include Update copyright to 2016. (#16311) 2016-08-05 09:42:15 +08:00
ios fixed #14148: Got an error while pressing home button at launch, after resuming from background, SimpileAudioEngine::playEffect will not be mute. 2016-07-27 15:33:02 +08:00
linux Let FMOD autodetect the best output mode for Linux (#16819) 2016-11-10 11:30:30 +08:00
mac Fix typos in log messages 2016-07-25 02:53:22 +09:00
tizen Fix bug when app paused the music is still resumed to play after interruption completed. (#16679) 2016-10-12 15:48:27 +08:00
win32 Performance tweak: use range-based for-loops instead of iterator-based for-loops. (#16642) 2016-10-11 10:59:44 -07:00
winrt Performance tweak: Use range-based for-loops and allocate std::vector size() and *end() on the stack where favorable. (#16716) 2016-10-27 15:10:24 +08:00
AudioEngine.cpp Fixes potential crash in AudioEngine::uncache(filePath). (#16345) 2016-08-11 16:06:59 +08:00
CMakeLists.txt Squashed commit of the following: 2016-03-02 16:51:54 -08:00