Cocos2d-x中配景音樂和音效應用實例。本站提示廣大學習愛好者:(Cocos2d-x中配景音樂和音效應用實例)文章只能為提供參考,不一定能成為您想要的結果。以下是Cocos2d-x中配景音樂和音效應用實例正文
游戲中的音樂和音效是必弗成少的,好的音樂可以給我們留下很深的印象也決議了這個游戲的品德。明天我們來進修一下cocos2d-x中若何應用音樂和音效。這些用到的函數都比擬簡略,如今直接上代碼。
//聲響事後處置類的頭文件 #ifndef _AUDIO_PRETREAT_H #define _AUDIO_PRETREAT_H #include "cocos2d.h" //應用聲響引擎必需包括SimpleAudioEngeim.h頭文件 #include "SimpleAudioEngine.h" using namespace cocos2d; //聲響引擎的定名空間 using namespace CocosDenshion; //類AudioPretrea采取單例設計形式 //把用到的音樂做為列舉類型 enum MUSIC_TYPE { MUSIC_TYPE_BACKGROUND //配景音樂 }; //把用到的音樂做為列舉類型 enum EFFECT_TYPE { EFFECT_TYPE_EFFECT1 }; class AudioPretreat { private: static AudioPretreat * m_audioPretreat; public: //單例設計的時刻須要用到的倆個函數 static AudioPretreat * sharedAudioPretreat(); static void freeAudioPretreat(); //可以依據分歧的平台獲得分歧的聲響文件 char * getMusic(MUSIC_TYPE type); char * getEffect(EFFECT_TYPE type); //在init中完成聲響的事後加載 bool init(); }; #endif
//聲響事後處置類的完成 #include "AudioPretreat.h" //單例設計形式采取的習用方法 AudioPretreat * AudioPretreat::m_audioPretreat = NULL; AudioPretreat * AudioPretreat::sharedAudioPretreat() { if(NULL == m_audioPretreat) { m_audioPretreat = new AudioPretreat(); } return m_audioPretreat; } //在AppDelegate析構的時刻挪用這個函數 void AudioPretreat::freeAudioPretreat() { if(m_audioPretreat) { delete m_audioPretreat; m_audioPretreat = NULL; } } //依據分歧的平台取得分歧的聲響文件 char * AudioPretreat::getMusic(MUSIC_TYPE type) { switch(type) { case MUSIC_TYPE_BACKGROUND: //WIN32,ANDROID,IOS都應用MP3格局的配景音樂 #if(CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) return "background-music.mp3"; #else(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) return "background-music.mp3"; #endif break; } return NULL; } //依據分歧的平台取得分歧的音效文件 char * AudioPretreat::getEffect(EFFECT_TYPE type) { switch(type) { case EFFECT_TYPE_EFFECT1: #if(CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) return "pew-pew-lei.wav"; #else(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) return "pew-pew-lei.ogg"; #endif } return NULL; } //init函數中完成一些初始化的操作 bool AudioPretreat::init() { bool bRet = false; do { //事後加載聲響,參數是聲響文件 SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic(this->getMusic(MUSIC_TYPE_BACKGROUND)); //加載音效 SimpleAudioEngine::sharedEngine()->preloadEffect(this->getEffect(EFFECT_TYPE_EFFECT1)); //設置聲響的年夜小0.0-1.0 SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.1f); bRet = true; } while(0); return bRet; }
// 上面就來看一下若何應用聲響引擎 bool HelloWorld::init() { bool bRet = false; do { CC_BREAK_IF(! CCLayer::init()); CCSize size = CCDirector::sharedDirector()->getVisibleSize(); AudioPretreat::sharedAudioPretreat()->init(); //以下是對配景音樂的一些操作 //設置字符串,而且轉碼 std::string str1 = "播放配景音樂"; std::string str2 = "停滯配景音樂"; std::string str3 = "暫停配景音樂"; std::string str4 = "恢復配景音樂"; std::string str5 = "重頭播放配景音樂"; std::string str6 = "配景音樂:加"; std::string str7 = "配景音樂:減"; GBKToUTF8(str1,"GB2312","UTF-8"); GBKToUTF8(str2,"GB2312","UTF-8"); GBKToUTF8(str3,"GB2312","UTF-8"); GBKToUTF8(str4,"GB2312","UTF-8"); GBKToUTF8(str5,"GB2312","UTF-8"); GBKToUTF8(str6,"GB2312","UTF-8"); GBKToUTF8(str7,"GB2312","UTF-8"); CCMenuItemFont::setFontSize(24); CCMenuItemFont::setFontName("Arial"); CCMenuItemFont * menu1 = CCMenuItemFont::create(str1.c_str(),this,menu_selector(HelloWorld::menu)); menu1->setTag(1); CCMenuItemFont * menu2 = CCMenuItemFont::create(str2.c_str(),this,menu_selector(HelloWorld::menu)); menu2->setTag(2); CCMenuItemFont * menu3 = CCMenuItemFont::create(str3.c_str(),this,menu_selector(HelloWorld::menu)); menu3->setTag(3); CCMenuItemFont * menu4 = CCMenuItemFont::create(str4.c_str(),this,menu_selector(HelloWorld::menu)); menu4->setTag(4); CCMenuItemFont * menu5 = CCMenuItemFont::create(str5.c_str(),this,menu_selector(HelloWorld::menu)); menu5->setTag(5); CCMenuItemFont * menu6 = CCMenuItemFont::create(str6.c_str(),this,menu_selector(HelloWorld::menu)); menu6->setTag(6); CCMenuItemFont * menu7 = CCMenuItemFont::create(str7.c_str(),this,menu_selector(HelloWorld::menu)); menu7->setTag(7); CCMenu * leftMenu = CCMenu::create(menu1,menu2,menu3,menu4,menu5,menu6,menu7,NULL); leftMenu->alignItemsVerticallyWithPadding(5); leftMenu->setPositionX(size.width/4); this->addChild(leftMenu); //以下是對音效的操作 std::string str11 = "播放音效"; std::string str12 = "停滯音效"; std::string str13 = "暫停音效"; std::string str14 = "恢復音效"; std::string str15 = "從緩存中移除音效"; std::string str16 = "音效:加"; std::string str17 = "音效:減"; GBKToUTF8(str11,"GB2312","UTF-8"); GBKToUTF8(str12,"GB2312","UTF-8"); GBKToUTF8(str13,"GB2312","UTF-8"); GBKToUTF8(str14,"GB2312","UTF-8"); GBKToUTF8(str15,"GB2312","UTF-8"); GBKToUTF8(str16,"GB2312","UTF-8"); GBKToUTF8(str17,"GB2312","UTF-8"); CCMenuItemFont * menu11 = CCMenuItemFont::create(str11.c_str(),this,menu_selector(HelloWorld::menu)); menu11->setTag(11); CCMenuItemFont * menu12 = CCMenuItemFont::create(str12.c_str(),this,menu_selector(HelloWorld::menu)); menu12->setTag(12); CCMenuItemFont * menu13 = CCMenuItemFont::create(str13.c_str(),this,menu_selector(HelloWorld::menu)); menu13->setTag(13); CCMenuItemFont * menu14 = CCMenuItemFont::create(str14.c_str(),this,menu_selector(HelloWorld::menu)); menu14->setTag(14); CCMenuItemFont * menu15 = CCMenuItemFont::create(str15.c_str(),this,menu_selector(HelloWorld::menu)); menu15->setTag(15); CCMenuItemFont * menu16 = CCMenuItemFont::create(str16.c_str(),this,menu_selector(HelloWorld::menu)); menu16->setTag(16); CCMenuItemFont * menu17 = CCMenuItemFont::create(str17.c_str(),this,menu_selector(HelloWorld::menu)); menu17->setTag(17); CCMenu * rightMenu = CCMenu::create(menu11,menu12,menu13,menu14,menu15,menu16,menu17,NULL); rightMenu->alignItemsVerticallyWithPadding(5); rightMenu->setPositionX(size.width*3/4); this->addChild(rightMenu); bRet = true; } while (0); return bRet; } void HelloWorld::menu(CCObject * sender) { CCNode * node = (CCNode *)sender; int tag = node->getTag(); switch(tag) { case 1: //播放聲響,第二個參數代表能否輪回播放 SimpleAudioEngine::sharedEngine()->playBackgroundMusic( AudioPretreat::sharedAudioPretreat()->getMusic(MUSIC_TYPE_BACKGROUND),true); break; case 2: SimpleAudioEngine::sharedEngine()->stopBackgroundMusic(); break; case 3: //pause和resume成對應用 SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); break; case 4: SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); break; case 5: SimpleAudioEngine::sharedEngine()->rewindBackgroundMusic(); break; case 6: //這個函數在win32上沒法轉變聲響的年夜小,年夜家用f12跟進函數的時刻裡邊是空,然則在android平台上有完成 SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume( SimpleAudioEngine::sharedEngine()->getBackgroundMusicVolume()+0.1f); break; case 7: //這個函數在win32上沒法轉變聲響的年夜小,年夜家用f12跟進函數的時刻裡邊是空,然則在android平台上有完成 SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume( SimpleAudioEngine::sharedEngine()->getBackgroundMusicVolume()-0.1f); break; case 11: //第二個參數設為true的話則輪回播放,soundID是在HelloWorld的頭文件中界說的 //音效函數分歧於配景音樂的是會前往一個ID soundID = SimpleAudioEngine::sharedEngine()->playEffect( AudioPretreat::sharedAudioPretreat()->getEffect(EFFECT_TYPE_EFFECT1),true); break; case 12: //音效函數年夜多會傳入一個ID,由於游戲中的音效不止一個 SimpleAudioEngine::sharedEngine()->stopEffect(soundID); break; case 13: SimpleAudioEngine::sharedEngine()->pauseEffect(soundID); break; case 14: SimpleAudioEngine::sharedEngine()->resumeEffect(soundID); case 15: //從緩存中移除音效,須要傳入移除的音效的名字 SimpleAudioEngine::sharedEngine()->unloadEffect( AudioPretreat::sharedAudioPretreat()->getEffect(EFFECT_TYPE_EFFECT1)); case 16: SimpleAudioEngine::sharedEngine()->setEffectsVolume( SimpleAudioEngine::sharedEngine()->getEffectsVolume()+0.1); break; case 17: SimpleAudioEngine::sharedEngine()->setEffectsVolume( SimpleAudioEngine::sharedEngine()->getEffectsVolume()-0.1); break; } } //編碼格局轉化函數 int GBKToUTF8(std::string & gbkStr, const char* toCode, const char* fromCode) { iconv_t iconvH; iconvH = iconv_open(fromCode, toCode); if (iconvH == 0) { return -1; } const char* strChar = gbkStr.c_str(); const char** pin = &strChar; size_t strLength = gbkStr.length(); char* outbuf = (char*) malloc(strLength*4); char* pBuff = outbuf; memset( outbuf, 0, strLength*4); size_t outLength = strLength*4; if (-1 == iconv(iconvH, pin, &strLength, &outbuf, &outLength)) { iconv_close(iconvH); return -1; } gbkStr = pBuff; iconv_close(iconvH); return 0; }