/**************************************************************************** Copyright (c) 2014-2016 Chukong Technologies Inc. Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. 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. ****************************************************************************/ #ifndef COCOS_SCRIPTING_LUA_BINDINGS_MANUAL_AUDIOENGINE_LUA_COCOS2DX_AUDIOENGINE_MANUAL_H__ #define COCOS_SCRIPTING_LUA_BINDINGS_MANUAL_AUDIOENGINE_LUA_COCOS2DX_AUDIOENGINE_MANUAL_H__ #ifdef __cplusplus extern "C" { #endif #include "tolua++.h" #ifdef __cplusplus } #endif /** * @addtogroup lua * @{ */ /** * Call this function can import the lua bindings for the audioengine module. * After registering, we could call the related audioengine code conveniently in the lua.eg,.ccexp.AudioEngine:stop(audioID). * If you don't want to use the audioengine module in the lua, you only don't call this registering function. * If you don't register the audioengine module, the package size would become smaller . * The current mechanism,this function is called in the lua_module_register.h */ TOLUA_API int register_audioengine_module(lua_State* L); // end group /// @} #endif // #ifndef COCOS_SCRIPTING_LUA_BINDINGS_MANUAL_AUDIOENGINE_LUA_COCOS2DX_AUDIOENGINE_MANUAL_H__