mirror of https://github.com/axmolengine/axmol.git
120 lines
4.5 KiB
C
120 lines
4.5 KiB
C
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/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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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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#ifndef _SIMPLE_AUDIO_ENGINE_H_
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#define _SIMPLE_AUDIO_ENGINE_H_
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#include "../Platform/platform.h"
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#include "uthash.h"
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#include <vector>
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#include "../Export.h"
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/*!***************************************************************************
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@class SimpleAudioEngine
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@brief offer a VERY simple interface to play background music & sound effect
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*****************************************************************************/
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class EXPORT_DLL SimpleAudioEngine
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{
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public:
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typedef std::vector<SoundPlayer*> PlayerArray;
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typedef PlayerArray::iterator PlayerArrayIterator;
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public:
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SimpleAudioEngine();
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~SimpleAudioEngine();
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// get the Engine object
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static SimpleAudioEngine* getSharedSimpleAudioEngine();
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// for background music
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void playBackgroundMusic(const char* pszFilePath, bool bLoop = false);
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void stopBackgroundMusic();
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void pauseBackgroundMusic();
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void resumeBackgroundMusic();
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void rewindBackgroundMusic();
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bool willPlayBackgroundMusic();
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bool isBackgroundMusicPlaying();
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// properties
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int GetBackgroundMusicVolume();
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void SetBackgroundMusicVolume(int volume);
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int GetEffectsVolume();
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void SetEffectsVolume(int volume);
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// for sound effects
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int playEffect(const char* pszFilePath);
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void stopEffect(int nSoundId);
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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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@param[in] pszFilePath the relative path to currently executing program
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@return >0 preload success, return the SoundId
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@return ==0 can't read the file, or unsupported audio format
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*****************************************************************************/
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int preloadEffect(const char* pszFilePath);
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/*!***************************************************************************
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@brief unload the preloaded effect from internal buffer
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@param[in] nSoundId the sound id returned from preloadEffect
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*****************************************************************************/
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void unloadEffect(int nSoundId);
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/*!***************************************************************************
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@brief play the preloaded effect
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@param[in] nSoundId the sound id returned from preloadEffect
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*****************************************************************************/
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void playPreloadedEffect(int nSoundId);
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void removeAllEffectPlayers();
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void removeAllEffects();
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protected:
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int m_nBackgroundMusicVolume;
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int m_nEffectsVolume;
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bool m_bWillPlayBackgroundMusic;
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SoundPlayer m_obBackPlayer;
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PlayerArray m_EffectPlayers;
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// use hash map to save the effects loaded
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typedef struct _hashElement
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{
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int nSoundID;
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SoundPlayer* pPlayer;
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unsigned char* pDataBuffer;
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int nDataSize;
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UT_hash_handle hh;
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} tHashElement;
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struct _hashElement * m_pEffects;
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};
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#endif // _SIMPLE_AUDIO_ENGINE_H_
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