axmol/cocos/audio/linux/SimpleAudioEngine.cpp

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#include <iostream>
#include "../include/SimpleAudioEngine.h"
#include "../include/AudioEngine.h"
using namespace CocosDenshion;
using namespace cocos2d;
using namespace cocos2d::experimental;
struct SimpleAudioEngineLinux{
SimpleAudioEngine * engine = nullptr;
int musicid;
float effectsvolume;
std::string musicpath;
};
SimpleAudioEngineLinux * g_SimpleAudioEngineLinux = nullptr;
SimpleAudioEngine* SimpleAudioEngine::getInstance(){
if(!g_SimpleAudioEngineLinux){
g_SimpleAudioEngineLinux = new SimpleAudioEngineLinux();
g_SimpleAudioEngineLinux->engine = new SimpleAudioEngine();
}
return g_SimpleAudioEngineLinux->engine;
};
void SimpleAudioEngine::end(){
if(g_SimpleAudioEngineLinux){
delete g_SimpleAudioEngineLinux->engine;
delete g_SimpleAudioEngineLinux;
}
g_SimpleAudioEngineLinux = nullptr;
};
SimpleAudioEngine::SimpleAudioEngine(){
g_SimpleAudioEngineLinux->musicid = -1;
g_SimpleAudioEngineLinux->effectsvolume = 1.0f;
};
SimpleAudioEngine::~SimpleAudioEngine(){
};
void SimpleAudioEngine::preloadBackgroundMusic(const char* filePath){
g_SimpleAudioEngineLinux->musicpath = filePath;
AudioEngine::preload(filePath);
};
void SimpleAudioEngine::playBackgroundMusic(const char* filePath, bool loop){
g_SimpleAudioEngineLinux->musicpath = filePath;
g_SimpleAudioEngineLinux->musicid = AudioEngine::play2d(filePath, loop);
};
void SimpleAudioEngine::stopBackgroundMusic(bool releaseData){
AudioEngine::stop(g_SimpleAudioEngineLinux->musicid);
if(releaseData){
AudioEngine::uncache(g_SimpleAudioEngineLinux->musicpath.c_str());
}
};
void SimpleAudioEngine::pauseBackgroundMusic(){
AudioEngine::pause(g_SimpleAudioEngineLinux->musicid);
};
void SimpleAudioEngine::resumeBackgroundMusic(){
AudioEngine::resume(g_SimpleAudioEngineLinux->musicid);
};
void SimpleAudioEngine::rewindBackgroundMusic(){
AudioEngine::setCurrentTime(g_SimpleAudioEngineLinux->musicid, 0);
};
bool SimpleAudioEngine::willPlayBackgroundMusic(){
return g_SimpleAudioEngineLinux->musicid != -1;
};
bool SimpleAudioEngine::isBackgroundMusicPlaying(){
return AudioEngine::getState(g_SimpleAudioEngineLinux->musicid) == AudioEngine::AudioState::PLAYING;
};
//
// properties
//
/**
* The volume of the background music within the range of 0.0 as the minimum and 1.0 as the maximum.
* @js getMusicVolume
* @lua getMusicVolume
*/
float SimpleAudioEngine::getBackgroundMusicVolume(){
return AudioEngine::getVolume(g_SimpleAudioEngineLinux->musicid);
};
/**
* Set the volume of background music.
*
* @param volume must be within the range of 0.0 as the minimum and 1.0 as the maximum.
* @js setMusicVolume
* @lua setMusicVolume
*/
void SimpleAudioEngine::setBackgroundMusicVolume(float volume){
AudioEngine::setVolume(g_SimpleAudioEngineLinux->musicid, volume);
};
/**
* The volume of the effects within the range of 0.0 as the minimum and 1.0 as the maximum.
*/
float SimpleAudioEngine::getEffectsVolume(){
return g_SimpleAudioEngineLinux->effectsvolume;
};
/**
* Set the volume of sound effects.
*
* @param volume must be within the range of 0.0 as the minimum and 1.0 as the maximum.
*/
void SimpleAudioEngine::setEffectsVolume(float volume){
g_SimpleAudioEngineLinux->effectsvolume = volume;
};
/**
* Play sound effect with a file path, pitch, pan and gain.
*
* @param filePath The path of the effect file.
* @param loop Determines whether to loop the effect playing or not. The default value is false.
* @param pitch Frequency, normal value is 1.0. Will also change effect play time.
* @param pan Stereo effect, in the range of [-1..1] where -1 enables only left channel.
* @param gain Volume, in the range of [0..1]. The normal value is 1.
* @return The sound id.
*
* @note Full support is under development, now there are limitations:
* - no pitch effect on Samsung Galaxy S2 with OpenSL backend enabled;
* - no pitch/pan/gain on win32.
*/
unsigned int SimpleAudioEngine::playEffect(const char* filePath, bool loop, float pitch, float pan, float gain){
return AudioEngine::play2d(filePath, loop, gain);
};
/**
* Pause playing sound effect.
*
* @param soundId The return value of function playEffect.
*/
void SimpleAudioEngine::pauseEffect(unsigned int soundId){
AudioEngine::pause(soundId);
};
/**
* Pause all playing sound effect.
*/
void SimpleAudioEngine::pauseAllEffects(){
AudioEngine::pauseAll();
};
/**
* Resume playing sound effect.
*
* @param soundId The return value of function playEffect.
*/
void SimpleAudioEngine::resumeEffect(unsigned int soundId){
AudioEngine::resume(soundId);
};
/**
* Resume all playing sound effect.
*/
void SimpleAudioEngine::resumeAllEffects(){
AudioEngine::resumeAll();
};
/**
* Stop playing sound effect.
*
* @param soundId The return value of function playEffect.
*/
void SimpleAudioEngine::stopEffect(unsigned int soundId){
AudioEngine::stop(soundId);
};
/**
* Stop all playing sound effects.
*/
void SimpleAudioEngine::stopAllEffects(){
AudioEngine::stopAll();
};
/**
* Preload a compressed audio file.
*
* The compressed audio will be decoded to wave, then written into an internal buffer in SimpleAudioEngine.
*
* @param filePath The path of the effect file.
* @js NA
*/
void SimpleAudioEngine::preloadEffect(const char* filePath){
AudioEngine::preload(filePath);
};
/**
* Unload the preloaded effect from internal buffer.
*
* @param filePath The path of the effect file.
*/
void SimpleAudioEngine::unloadEffect(const char* filePath){
AudioEngine::uncache(filePath);
};