mirror of https://github.com/axmolengine/axmol.git
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cocos/2d/CCAction.h cocos/2d/CCActionCamera.h cocos/2d/CCActionCatmullRom.h cocos/2d/CCActionInstant.h cocos/2d/CCActionInterval.h cocos/2d/CCActionManager.h cocos/audio/include/AudioEngine.h cocos/audio/include/SimpleAudioEngine.h
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@ -66,6 +66,7 @@ public:
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/** Returns a new action that performs the exactly the reverse action.
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*
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* @return A new action that performs the exactly the reverse action.
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* @js NA
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*/
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virtual Action* reverse() const
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{
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@ -319,6 +320,7 @@ public:
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virtual Follow* reverse() const override;
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/**
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* @param dt in seconds.
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* @js NA
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*/
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virtual void step(float dt) override;
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virtual bool isDone() const override;
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@ -65,32 +65,38 @@ public:
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/* Sets the Eye value of the Camera.
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*
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* @param eye The Eye value of the Camera.
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* @js NA
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*/
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void setEye(const Vec3 &eye);
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void setEye(float x, float y, float z);
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/* Returns the Eye value of the Camera.
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*
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* @return The Eye value of the Camera.
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* @js NA
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*/
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const Vec3& getEye() const { return _eye; }
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/* Sets the Center value of the Camera.
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*
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* @param center The Center value of the Camera.
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* @js NA
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*/
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void setCenter(const Vec3 ¢er);
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/* Returns the Center value of the Camera.
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*
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* @return The Center value of the Camera.
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* @js NA
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*/
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const Vec3& getCenter() const { return _center; }
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/* Sets the Up value of the Camera.
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*
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* @param up The Up value of the Camera.
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* @js NA
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*/
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void setUp(const Vec3 &up);
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/* Returns the Up value of the Camera.
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*
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* @return The Up value of the Camera.
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* @js NA
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*/
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const Vec3& getUp() const { return _up; }
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@ -52,6 +52,7 @@ class Node;
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/** An Array that contain control points.
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* Used by CardinalSplineTo and (By) and CatmullRomTo (and By) actions.
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* @ingroup Actions
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* @js NA
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*/
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class CC_DLL PointArray : public Ref, public Clonable
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{
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@ -182,7 +183,7 @@ public:
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*/
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virtual ~CardinalSplineTo();
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/**
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* @js NA
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* @js ctor
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* @lua NA
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*/
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CardinalSplineTo();
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@ -391,7 +391,6 @@ CC_CONSTRUCTOR_ACCESS:
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CC_DEPRECATED_ATTRIBUTE bool initWithTarget(Ref* target);
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/** initializes the action with the std::function<void()>
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* @js NA
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* @lua NA
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*/
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bool initWithFunction(const std::function<void()>& func);
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@ -415,6 +414,7 @@ private:
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/** @class CallFuncN
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* @brief Calls a 'callback' with the node as the first argument. N means Node.
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* @js NA
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*/
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class CC_DLL CallFuncN : public CallFunc
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{
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@ -466,6 +466,7 @@ private:
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* @deprecated Please use CallFuncN instead.
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* @brief Calls a 'callback' with the node as the first argument and the 2nd argument is data.
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* ND means: Node and Data. Data is void *, so it could be anything.
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* @js NA
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*/
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class CC_DLL __CCCallFuncND : public CallFunc
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{
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@ -505,6 +506,7 @@ private:
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@deprecated Please use CallFuncN instead.
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@brief Calls a 'callback' with an object as the first argument. O means Object.
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@since v0.99.5
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@js NA
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*/
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class CC_DLL __CCCallFuncO : public CallFunc
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@ -160,12 +160,14 @@ public:
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* @param action1 The first sequenceable action.
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* @param args The va_list variable.
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* @return An autoreleased Sequence object.
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* @js NA
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*/
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static Sequence* createWithVariableList(FiniteTimeAction *action1, va_list args);
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/** Creates the action.
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* @param actionOne The first sequenceable action.
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* @param actionTwo The second sequenceable action.
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* @return An autoreleased Sequence object.
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* @js NA
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*/
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static Sequence* createWithTwoActions(FiniteTimeAction *actionOne, FiniteTimeAction *actionTwo);
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@ -374,6 +376,7 @@ public:
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* @param action1 The first sequenceable action.
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* @param args The va_list variable.
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* @return An autoreleased Spawn object.
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* @js NA
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*/
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static Spawn* createWithVariableList(FiniteTimeAction *action1, va_list args);
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@ -389,6 +392,7 @@ public:
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* @param action1 The first spawned action.
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* @param action2 THe second spawned action.
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* @return An autoreleased Spawn object.
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* @js NA
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*/
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static Spawn* createWithTwoActions(FiniteTimeAction *action1, FiniteTimeAction *action2);
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@ -1187,7 +1191,10 @@ public:
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virtual void startWithTarget(Node *target) override;
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virtual FadeIn* clone() const override;
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virtual FadeTo* reverse(void) const override;
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/**
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* @js NA
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*/
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void setReverseAction(FadeTo* ac);
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CC_CONSTRUCTOR_ACCESS:
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@ -1218,7 +1225,10 @@ public:
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virtual void startWithTarget(Node *target) override;
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virtual FadeOut* clone() const override;
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virtual FadeTo* reverse(void) const override;
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/**
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* @js NA
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*/
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void setReverseAction(FadeTo* ac);
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CC_CONSTRUCTOR_ACCESS:
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@ -110,6 +110,7 @@ public:
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*
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* @param tag The actions' tag.
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* @param target A certain target.
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* @js NA
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*/
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void removeAllActionsByTag(int tag, Node *target);
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@ -128,6 +129,7 @@ public:
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*
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* @param target A certain target.
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* @return The numbers of actions that are running in a certain target.
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* @js NA
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*/
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ssize_t getNumberOfRunningActionsInTarget(const Node *target) const;
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@ -52,6 +52,7 @@ NS_CC_BEGIN
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* @class AudioProfile
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*
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* @brief
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* @js NA
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*/
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class EXPORT_DLL AudioProfile
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{
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@ -80,6 +81,7 @@ class AudioEngineImpl;
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* @brief Offers a interface to play audio.
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*
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* @note Make sure to call AudioEngine::end() when the audio engine is not needed anymore to release resources.
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* @js NA
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*/
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class EXPORT_DLL AudioEngine
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@ -57,6 +57,7 @@ class EXPORT_DLL SimpleAudioEngine
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public:
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/**
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* Returns a shared instance of the SimpleAudioEngine.
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* @js NA
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*/
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static SimpleAudioEngine* getInstance();
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@ -78,7 +79,7 @@ public:
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* Preload background music.
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*
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* @param filePath The path of the background music file.
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* @js preloadMusic
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* @js NA
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* @lua preloadMusic
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*/
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virtual void preloadBackgroundMusic(const char* filePath);
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* The compressed audio will be decoded to wave, then written into an internal buffer in SimpleAudioEngine.
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*
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* @param filePath The path of the effect file.
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* @js NA
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*/
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virtual void preloadEffect(const char* filePath);
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