/*
* call-seq:
* playing? -> true or false
*
* True if the Sound is currently playing (not paused or stopped).
* See also #paused? and #stopped?.
*
*/
static VALUE rg_sound_playingp( VALUE self )
{
RG_Sound *sound;
Data_Get_Struct(self, RG_Sound, sound);
int channel = sound->channel;
/* Make sure the sound actually belongs to the channel */
if( _rg_sound_channel_check(sound) )
{
/* Return true if it's playing, but not paused. */
if( Mix_Playing(channel) && !Mix_Paused(channel) )
{
return Qtrue;
}
else
{
return Qfalse;
}
}
else
{
return Qfalse;
}
}