mirror of https://github.com/axmolengine/axmol.git
213 lines
5.6 KiB
C++
213 lines
5.6 KiB
C++
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/****************************************************************************
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Copyright (c) 2010-2013 cocos2d-x.org
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Copyright (c) Microsoft Open Technologies, Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "SimpleAudioEngine.h"
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#include "Audio.h"
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#include <map>
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//#include "CCCommon.h"
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using namespace std;
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namespace CocosDenshion {
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Audio* s_audioController = NULL;
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// a flag that if the s_audioController should be re-initialiezed
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// see also in SimpleAudioEngine::end() in this file
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bool s_bAudioControllerNeedReInitialize = true;
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static Audio* sharedAudioController()
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{
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if ((! s_audioController) || s_bAudioControllerNeedReInitialize)
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{
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s_audioController = new Audio;
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s_audioController->Initialize();
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s_audioController->CreateResources();
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s_bAudioControllerNeedReInitialize = false;
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}
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return s_audioController;
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}
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SimpleAudioEngine::SimpleAudioEngine()
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{
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}
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SimpleAudioEngine::~SimpleAudioEngine()
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{
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}
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SimpleAudioEngine* SimpleAudioEngine::sharedEngine()
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{
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static SimpleAudioEngine s_SharedEngine;
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return &s_SharedEngine;
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}
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void SimpleAudioEngine::end()
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{
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sharedAudioController()->StopBackgroundMusic(true);
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sharedAudioController()->StopAllSoundEffects();
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sharedAudioController()->ReleaseResources();
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//set here to tell the s_bAudioControllerNeedReInitialize should be re-initialized
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s_bAudioControllerNeedReInitialize = true;
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}
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#if 0
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void SimpleAudioEngine::render()
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{
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sharedAudioController()->Render();
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}
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#endif
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//////////////////////////////////////////////////////////////////////////
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// BackgroundMusic
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//////////////////////////////////////////////////////////////////////////
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void SimpleAudioEngine::playBackgroundMusic(const char* pszFilePath, bool bLoop)
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{
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if (! pszFilePath)
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{
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return;
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}
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sharedAudioController()->PlayBackgroundMusic(pszFilePath, bLoop);
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}
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void SimpleAudioEngine::stopBackgroundMusic(bool bReleaseData)
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{
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sharedAudioController()->StopBackgroundMusic(bReleaseData);
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}
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void SimpleAudioEngine::pauseBackgroundMusic()
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{
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sharedAudioController()->PauseBackgroundMusic();
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}
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void SimpleAudioEngine::resumeBackgroundMusic()
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{
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sharedAudioController()->ResumeBackgroundMusic();
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}
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void SimpleAudioEngine::rewindBackgroundMusic()
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{
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sharedAudioController()->RewindBackgroundMusic();
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}
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bool SimpleAudioEngine::willPlayBackgroundMusic()
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{
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return false;
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}
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bool SimpleAudioEngine::isBackgroundMusicPlaying()
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{
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return sharedAudioController()->IsBackgroundMusicPlaying();
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}
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//////////////////////////////////////////////////////////////////////////
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// effect function
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//////////////////////////////////////////////////////////////////////////
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unsigned int SimpleAudioEngine::playEffect(const char* pszFilePath, bool bLoop)
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{
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unsigned int sound;
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sharedAudioController()->PlaySoundEffect(pszFilePath, bLoop, sound);
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return sound;
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}
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void SimpleAudioEngine::stopEffect(unsigned int nSoundId)
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{
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sharedAudioController()->StopSoundEffect(nSoundId);
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}
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void SimpleAudioEngine::preloadEffect(const char* pszFilePath)
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{
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sharedAudioController()->PreloadSoundEffect(pszFilePath);
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}
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void SimpleAudioEngine::pauseEffect(unsigned int nSoundId)
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{
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sharedAudioController()->PauseSoundEffect(nSoundId);
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}
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void SimpleAudioEngine::resumeEffect(unsigned int nSoundId)
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{
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sharedAudioController()->ResumeSoundEffect(nSoundId);
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}
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void SimpleAudioEngine::pauseAllEffects()
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{
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sharedAudioController()->PauseAllSoundEffects();
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}
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void SimpleAudioEngine::resumeAllEffects()
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{
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sharedAudioController()->ResumeAllSoundEffects();
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}
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void SimpleAudioEngine::stopAllEffects()
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{
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sharedAudioController()->StopAllSoundEffects();
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}
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void SimpleAudioEngine::preloadBackgroundMusic(const char* pszFilePath)
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{
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}
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void SimpleAudioEngine::unloadEffect(const char* pszFilePath)
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{
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sharedAudioController()->UnloadSoundEffect(pszFilePath);
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}
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//////////////////////////////////////////////////////////////////////////
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// volume interface
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//////////////////////////////////////////////////////////////////////////
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float SimpleAudioEngine::getBackgroundMusicVolume()
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{
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return sharedAudioController()->GetBackgroundVolume();
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}
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void SimpleAudioEngine::setBackgroundMusicVolume(float volume)
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{
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sharedAudioController()->SetBackgroundVolume((volume<=0.0f)? 0.0f : volume);
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}
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float SimpleAudioEngine::getEffectsVolume()
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{
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return sharedAudioController()->GetSoundEffectVolume();
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}
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void SimpleAudioEngine::setEffectsVolume(float volume)
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{
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sharedAudioController()->SetSoundEffectVolume((volume<=0.0f)? 0.0f : volume);
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}
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} // end of namespace CocosDenshion
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