/**************************************************************************** Copyright (c) 2010 cocos2d-x.org http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "SimpleAudioEngine.h" #include "s3e.h" #include namespace CocosDenshion { static int16* g_SoundBuffer = 0; static int32 g_SoundFileSize = 0; static int g_SoundChannel = 0; static bool g_SoundIsPlaying = false; static SimpleAudioEngine *s_pEngine; SimpleAudioEngine::SimpleAudioEngine() { } SimpleAudioEngine::~SimpleAudioEngine() { } SimpleAudioEngine* SimpleAudioEngine::sharedEngine() { if (! s_pEngine) { s_pEngine = new SimpleAudioEngine(); } return s_pEngine; } void SimpleAudioEngine::end() { s3eAudioStop(); } void SimpleAudioEngine::setResource(const char* pszZipFileName, const char* pszResPath) { } void SimpleAudioEngine::preloadBackgroundMusic(const char* pszFilePath) { } void SimpleAudioEngine::playBackgroundMusic(const char* pszFilePath, bool bLoop) { s3eAudioPlay(pszFilePath, bLoop); } void SimpleAudioEngine::stopBackgroundMusic(bool bReleaseData) { s3eAudioStop(); } void SimpleAudioEngine::pauseBackgroundMusic() { s3eAudioPause(); } void SimpleAudioEngine::resumeBackgroundMusic() { s3eAudioResume(); } void SimpleAudioEngine::rewindBackgroundMusic() { } bool SimpleAudioEngine::willPlayBackgroundMusic() { return true; } bool SimpleAudioEngine::isBackgroundMusicPlaying() { return s3eAudioIsPlaying(); } float SimpleAudioEngine::getBackgroundMusicVolume() { return s3eAudioGetInt(S3E_AUDIO_VOLUME); } void SimpleAudioEngine::setBackgroundMusicVolume(float volume) { s3eAudioSetInt(S3E_AUDIO_VOLUME, volume); } float SimpleAudioEngine::getEffectsVolume() { return s3eSoundGetInt(S3E_SOUND_VOLUME); } void SimpleAudioEngine::setEffectsVolume(float volume) { s3eSoundSetInt(S3E_SOUND_VOLUME, volume); } unsigned int SimpleAudioEngine::playEffect(const char* pszFilePath) { int channel = s3eSoundGetFreeChannel(); s3eSoundChannelPlay(channel, g_SoundBuffer, g_SoundFileSize/2, 1, 0); return channel; } void SimpleAudioEngine::stopEffect(unsigned int nSoundId) { s3eSoundChannelStop(nSoundId); } void SimpleAudioEngine::preloadEffect(const char* pszFilePath) { s3eFile *fileHandle = s3eFileOpen(pszFilePath, "rb"); g_SoundFileSize = s3eFileGetSize(fileHandle); g_SoundBuffer = (int16*)s3eMallocBase(g_SoundFileSize); memset(g_SoundBuffer, 0, g_SoundFileSize); s3eFileRead(g_SoundBuffer, g_SoundFileSize, 1, fileHandle); s3eFileClose(fileHandle); } void SimpleAudioEngine::unloadEffect(const char* pszFilePath) { s3eFreeBase(g_SoundBuffer); } }