mirror of https://github.com/axmolengine/axmol.git
272 lines
6.6 KiB
C++
272 lines
6.6 KiB
C++
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/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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Copyright (c) 2011 Giovanni Zito
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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 "s3e.h"
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#include "IwUtil.h"
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#include <string>
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#include <map>
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using namespace std ;
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#define GEOM_ONE_FP8 0x100 // volume is in .8 fixed point format
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namespace CocosDenshion
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{
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class SoundFx {
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public:
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SoundFx() : data(0), size(0) {}
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SoundFx(void* pData, int32 nSize) : data((int16*)pData), size(nSize) {}
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int16* data ;
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int32 size ;
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};
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static int16* g_AudioBuffer = 0;
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static int32 g_AudioFileSize = 0;
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typedef map<string,SoundFx> SoundFxMap ;
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static SoundFxMap* g_pSoundFxMap = 0 ;
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static SimpleAudioEngine *s_pEngine = 0 ;
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SimpleAudioEngine::SimpleAudioEngine()
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{
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g_pSoundFxMap = new SoundFxMap() ;
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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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if (! s_pEngine) {
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s_pEngine = new SimpleAudioEngine();
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}
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return s_pEngine;
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}
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void SimpleAudioEngine::end()
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{
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s3eAudioStop();
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if( g_AudioBuffer) {
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free(g_AudioBuffer);
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g_AudioBuffer = 0 ;
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}
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if(s_pEngine) {
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s_pEngine->stopAllEffects() ;
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delete s_pEngine;
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s_pEngine=0;
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}
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for( SoundFxMap::iterator it = g_pSoundFxMap->begin(); it!=g_pSoundFxMap->end(); it++ ) {
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if( it->second.data != 0 ) free( it->second.data ) ;
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}
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if( g_pSoundFxMap ) {
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delete g_pSoundFxMap ;
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g_pSoundFxMap = 0 ;
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}
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}
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/* void SimpleAudioEngine::setResource(const char* pszZipFileName)
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{
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// todo
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}
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*/
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void SimpleAudioEngine::preloadBackgroundMusic(const char* pszFilePath)
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{
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s3eFile *fileHandle = s3eFileOpen(pszFilePath, "rb");
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IwAssertMsg(GAME, fileHandle, ("Open file %s Failed. s3eFileError Code : %i", pszFilePath, s3eFileGetError()));
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g_AudioFileSize = s3eFileGetSize(fileHandle);
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g_AudioBuffer = (int16*)malloc(g_AudioFileSize);
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memset(g_AudioBuffer, 0, g_AudioFileSize);
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s3eFileRead(g_AudioBuffer, g_AudioFileSize, 1, fileHandle);
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s3eFileClose(fileHandle);
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}
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void SimpleAudioEngine::playBackgroundMusic(const char* pszFilePath, bool bLoop)
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{
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s3eResult result;
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result = s3eAudioPlayFromBuffer(g_AudioBuffer, g_AudioFileSize, bLoop ? 0 : 1);
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if ( result == S3E_RESULT_ERROR)
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{
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result = s3eAudioPlay(pszFilePath, bLoop ? 0 : 1);
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}
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if ( result == S3E_RESULT_ERROR)
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{
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IwAssert(GAME, ("Play music %s Failed. Error Code : %s", pszFilePath, s3eAudioGetErrorString()));
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}
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}
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void SimpleAudioEngine::stopBackgroundMusic(bool bReleaseData)
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{
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s3eAudioStop();
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if (bReleaseData)
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{
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free(g_AudioBuffer);
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}
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}
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void SimpleAudioEngine::pauseBackgroundMusic()
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{
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s3eAudioPause();
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}
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void SimpleAudioEngine::resumeBackgroundMusic()
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{
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s3eAudioResume();
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}
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void SimpleAudioEngine::rewindBackgroundMusic()
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{
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//todo
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}
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bool SimpleAudioEngine::willPlayBackgroundMusic()
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{
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// todo
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return true;
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}
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bool SimpleAudioEngine::isBackgroundMusicPlaying()
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{
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return s3eAudioIsPlaying() == S3E_TRUE ;
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}
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float SimpleAudioEngine::getBackgroundMusicVolume()
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{
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return s3eAudioGetInt(S3E_AUDIO_VOLUME) / (float)GEOM_ONE_FP8;
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}
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void SimpleAudioEngine::setBackgroundMusicVolume(float volume)
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{
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s3eAudioSetInt(S3E_AUDIO_VOLUME, (int32)(volume * (float)GEOM_ONE_FP8));
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}
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float SimpleAudioEngine::getEffectsVolume()
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{
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return s3eSoundGetInt(S3E_SOUND_VOLUME) / (float)GEOM_ONE_FP8;
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}
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void SimpleAudioEngine::setEffectsVolume(float volume)
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{
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s3eSoundSetInt(S3E_SOUND_VOLUME, (int32)(volume * (float)GEOM_ONE_FP8));
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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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SoundFxMap::iterator it = g_pSoundFxMap->find(pszFilePath) ;
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int16* buff = 0 ;
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if( it==g_pSoundFxMap->end() ) {
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preloadEffect(pszFilePath) ;
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}
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buff = (*g_pSoundFxMap)[pszFilePath].data ;
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int channel = s3eSoundGetFreeChannel();
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s3eSoundChannelPlay(channel, buff, (*g_pSoundFxMap)[pszFilePath].size/2, (bLoop ? 0 : 1), 0);
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if (s3eSoundGetError()!= S3E_SOUND_ERR_NONE) {
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IwAssertMsg(GAME, false, ("Play sound %s Failed. Error Code : %s", pszFilePath, s3eSoundGetErrorString()));
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}
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return channel;
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}
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void SimpleAudioEngine::stopEffect(unsigned int nSoundId)
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{
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s3eSoundChannelStop(nSoundId);
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}
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void SimpleAudioEngine::preloadEffect(const char* pszFilePath)
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{
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SoundFxMap::iterator it = g_pSoundFxMap->find(pszFilePath) ;
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if( it==g_pSoundFxMap->end() ) {
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s3eFile *fileHandle = s3eFileOpen(pszFilePath, "rb");
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IwAssertMsg(GAME, fileHandle, ("Open file %s Failed. s3eFileError Code : %i", pszFilePath, s3eFileGetError()));
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int32 fileSize = s3eFileGetSize(fileHandle);
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int16* buff = (int16*)malloc(fileSize);
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(*g_pSoundFxMap)[pszFilePath] = SoundFx(buff,fileSize) ;
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memset(buff, 0, fileSize);
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s3eFileRead(buff, fileSize, 1, fileHandle);
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s3eFileClose(fileHandle);
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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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// effect must not be playing!
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SoundFxMap::iterator it = g_pSoundFxMap->find(pszFilePath) ;
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if( it != g_pSoundFxMap->end() ) {
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free(it->second.data) ;
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g_pSoundFxMap->erase(it) ;
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}
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}
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void SimpleAudioEngine::pauseEffect(unsigned int nSoundId)
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{
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s3eSoundChannelPause(nSoundId);
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}
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void SimpleAudioEngine::pauseAllEffects()
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{
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s3eSoundPauseAllChannels();
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}
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void SimpleAudioEngine::resumeEffect(unsigned int nSoundId)
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{
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s3eSoundChannelResume(nSoundId);
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}
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void SimpleAudioEngine::resumeAllEffects()
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{
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s3eSoundResumeAllChannels();
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}
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void SimpleAudioEngine::stopAllEffects()
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{
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s3eSoundStopAllChannels();
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}
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}
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