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| author | Ruslan Mustakov | 2018-05-07 15:44:07 +0700 |
|---|---|---|
| committer | Ruslan Mustakov | 2018-05-07 15:48:46 +0700 |
| commit | 96301e934d7600975922c5f373a488a532d77aad (patch) | |
| tree | 7a521d7a508e2e872944ef691df45771f1735318 /drivers/coreaudio/audio_driver_coreaudio.h | |
| parent | e15305721da0e4478b62efcda3e79f1c04e7a901 (diff) | |
| download | godot-96301e9.tar.gz godot-96301e9.tar.zst godot-96301e9.zip | |
Resume audio on iOS after phone call or alarm
When a phone call or an alarm triggers on iOS, the application receives
an "audio interruption" and it's up to the application to resume
playback when the interruption ends. I added handling for audio
interruptions same as if the game is focused out and then back in.
Diffstat (limited to 'drivers/coreaudio/audio_driver_coreaudio.h')
| -rw-r--r-- | drivers/coreaudio/audio_driver_coreaudio.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/drivers/coreaudio/audio_driver_coreaudio.h b/drivers/coreaudio/audio_driver_coreaudio.h index 989192026..c44e22552 100644 --- a/drivers/coreaudio/audio_driver_coreaudio.h +++ b/drivers/coreaudio/audio_driver_coreaudio.h @@ -90,6 +90,7 @@ public: virtual void finish(); bool try_lock(); + void stop(); AudioDriverCoreAudio(); ~AudioDriverCoreAudio(); |
