/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2013-2014 Chukong Technologies Inc. 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 "jni/cddandroidAndroidJavaEngine.h" #include "ccdandroidUtils.h" namespace CocosDenshion { static SimpleAudioEngine *s_pEngine = 0; SimpleAudioEngine* SimpleAudioEngine::getInstance() { if (! s_pEngine) { s_pEngine = new CocosDenshion::android::AndroidJavaEngine(); } return s_pEngine; } void SimpleAudioEngine::end() { if (s_pEngine) { delete s_pEngine; s_pEngine = NULL; } } SimpleAudioEngine::SimpleAudioEngine() { } SimpleAudioEngine::~SimpleAudioEngine() { } // Empty implementations. On Android, only subclasses are meant to be used void SimpleAudioEngine::preloadBackgroundMusic(const char* pszFilePath) { } void SimpleAudioEngine::playBackgroundMusic(const char* pszFilePath, bool bLoop) { } void SimpleAudioEngine::stopBackgroundMusic(bool bReleaseData) { } void SimpleAudioEngine::pauseBackgroundMusic() { } void SimpleAudioEngine::resumeBackgroundMusic() { } void SimpleAudioEngine::rewindBackgroundMusic() { } bool SimpleAudioEngine::willPlayBackgroundMusic() { return false; } bool SimpleAudioEngine::isBackgroundMusicPlaying() { return false; } float SimpleAudioEngine::getBackgroundMusicVolume() { return 0.0f; } void SimpleAudioEngine::setBackgroundMusicVolume(float volume) { } float SimpleAudioEngine::getEffectsVolume() { return 0.0f; } void SimpleAudioEngine::setEffectsVolume(float volume) { } unsigned int SimpleAudioEngine::playEffect(const char* pszFilePath, bool bLoop, float pitch, float pan, float gain) { return 0; } void SimpleAudioEngine::pauseEffect(unsigned int nSoundId) { } void SimpleAudioEngine::pauseAllEffects() { } void SimpleAudioEngine::resumeEffect(unsigned int nSoundId) { } void SimpleAudioEngine::resumeAllEffects() { } void SimpleAudioEngine::stopEffect(unsigned int nSoundId) { } void SimpleAudioEngine::stopAllEffects() { } void SimpleAudioEngine::preloadEffect(const char* pszFilePath) { } void SimpleAudioEngine::unloadEffect(const char* pszFilePath) { } }