mirror of https://github.com/axmolengine/axmol.git
266 lines
5.4 KiB
C++
266 lines
5.4 KiB
C++
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/**
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*
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* Cocos2D-X Qt 5 Platform
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*
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* Copyright (C) 2013 Jolla Ltd.
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* Contact: Thomas Perl <thomas.perl@jollamobile.com>
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*
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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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*
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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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*
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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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**/
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#include "platform/CCCommon.h"
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#include "SimpleAudioEngine.h"
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#include <QGuiApplication>
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namespace CocosDenshion {
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/* Singleton object */
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static SimpleAudioEngine *
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simple_audio_engine = NULL;
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/**
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@brief Get the shared Engine object,it will new one when first time be called
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*/
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SimpleAudioEngine *
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SimpleAudioEngine::sharedEngine()
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{
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if (simple_audio_engine == NULL) {
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simple_audio_engine = new SimpleAudioEngine;
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}
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return simple_audio_engine;
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}
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/**
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@brief Release the shared Engine object
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@warning It must be called before the application exit, or a memroy leak will be casued.
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*/
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void
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SimpleAudioEngine::end()
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{
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if (simple_audio_engine != NULL) {
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delete simple_audio_engine;
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simple_audio_engine = NULL;
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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()
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{
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}
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/**
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@brief Preload background music
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@param pszFilePath The path of the background music file,or the FileName of T_SoundResInfo
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*/
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void
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SimpleAudioEngine::preloadBackgroundMusic(const char* pszFilePath)
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{
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}
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/**
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@brief Play background music
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@param pszFilePath The path of the background music file,or the FileName of T_SoundResInfo
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@param bLoop Whether the background music loop or not
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*/
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void
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SimpleAudioEngine::playBackgroundMusic(const char* pszFilePath, bool bLoop)
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{
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}
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/**
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@brief Stop playing background music
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@param bReleaseData If release the background music data or not.As default value is false
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*/
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void
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SimpleAudioEngine::stopBackgroundMusic(bool bReleaseData)
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{
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}
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/**
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@brief Pause playing background music
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*/
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void
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SimpleAudioEngine::pauseBackgroundMusic()
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{
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}
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/**
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@brief Resume playing background music
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*/
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void
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SimpleAudioEngine::resumeBackgroundMusic()
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{
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}
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/**
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@brief Rewind playing background music
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*/
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void
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SimpleAudioEngine::rewindBackgroundMusic()
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{
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}
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bool
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SimpleAudioEngine::willPlayBackgroundMusic()
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{
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return false;
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}
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/**
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@brief Whether the background music is playing
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@return If is playing return true,or return false
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*/
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bool
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SimpleAudioEngine::isBackgroundMusicPlaying()
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{
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return false;
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}
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// properties
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/**
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@brief The volume of the background music max value is 1.0,the min value is 0.0
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*/
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float
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SimpleAudioEngine::getBackgroundMusicVolume()
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{
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return 1.0;
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}
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/**
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@brief set the volume of background music
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@param volume must be in 0.0~1.0
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*/
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void
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SimpleAudioEngine::setBackgroundMusicVolume(float volume)
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{
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}
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/**
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@brief The volume of the effects max value is 1.0,the min value is 0.0
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*/
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float
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SimpleAudioEngine::getEffectsVolume()
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{
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return 1.0;
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}
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/**
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@brief set the volume of sound effecs
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@param volume must be in 0.0~1.0
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*/
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void
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SimpleAudioEngine::setEffectsVolume(float volume)
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{
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}
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// for sound effects
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/**
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@brief Play sound effect
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@param pszFilePath The path of the effect file,or the FileName of T_SoundResInfo
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@bLoop Whether to loop the effect playing, default value is false
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*/
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unsigned int
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SimpleAudioEngine::playEffect(const char* pszFilePath, bool bLoop)
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{
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return 0;
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}
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/**
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@brief Pause playing sound effect
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@param nSoundId The return value of function playEffect
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*/
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void
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SimpleAudioEngine::pauseEffect(unsigned int nSoundId)
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{
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}
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/**
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@brief Pause all playing sound effect
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@param nSoundId The return value of function playEffect
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*/
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void
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SimpleAudioEngine::pauseAllEffects()
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{
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}
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/**
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@brief Resume playing sound effect
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@param nSoundId The return value of function playEffect
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*/
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void
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SimpleAudioEngine::resumeEffect(unsigned int nSoundId)
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{
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}
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/**
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@brief Resume all playing sound effect
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@param nSoundId The return value of function playEffect
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*/
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void
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SimpleAudioEngine::resumeAllEffects()
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{
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}
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/**
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@brief Stop playing sound effect
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@param nSoundId The return value of function playEffect
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*/
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void
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SimpleAudioEngine::stopEffect(unsigned int nSoundId)
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{
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}
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/**
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@brief Stop all playing sound effects
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*/
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void
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SimpleAudioEngine::stopAllEffects()
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{
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}
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/**
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@brief preload a compressed audio file
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@details the compressed audio will be decode to wave, then write into an
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internal buffer in SimpleAudioEngine
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*/
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void
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SimpleAudioEngine::preloadEffect(const char* pszFilePath)
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{
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}
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/**
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@brief unload the preloaded effect from internal buffer
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@param[in] pszFilePath The path of the effect file,or the FileName of T_SoundResInfo
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*/
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void
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SimpleAudioEngine::unloadEffect(const char* pszFilePath)
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{
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}
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} /* end namespace CocosDenshion */
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