axmol/cocos/audio/win32/AudioEngine-win32.h

95 lines
3.0 KiB
C++

/****************************************************************************
Copyright (c) 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 "platform/CCPlatformConfig.h"
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
#ifndef __AUDIO_ENGINE_INL_H_
#define __AUDIO_ENGINE_INL_H_
#include <unordered_map>
#include "base/CCRef.h"
#include "audio/win32/AudioCache.h"
#include "audio/win32/AudioPlayer.h"
NS_CC_BEGIN
namespace experimental{
#define MAX_AUDIOINSTANCES 32
class CC_DLL AudioEngineImpl : public cocos2d::Ref
{
public:
AudioEngineImpl();
~AudioEngineImpl();
bool init();
int play2d(const std::string &fileFullPath ,bool loop ,float volume);
void setVolume(int audioID,float volume);
void setLoop(int audioID, bool loop);
bool pause(int audioID);
bool resume(int audioID);
bool stop(int audioID);
void stopAll();
float getDuration(int audioID);
float getCurrentTime(int audioID);
bool setCurrentTime(int audioID, float time);
void setFinishCallback(int audioID, const std::function<void (int, const std::string &)> &callback);
void uncache(const std::string& filePath);
void uncacheAll();
AudioCache* preload(const std::string& filePath, std::function<void(bool)> callback);
void update(float dt);
private:
void _play2d(AudioCache *cache, int audioID);
ALuint _alSources[MAX_AUDIOINSTANCES];
//source,used
std::unordered_map<ALuint, bool> _alSourceUsed;
//filePath,bufferInfo
std::unordered_map<std::string, AudioCache> _audioCaches;
//audioID,AudioInfo
std::unordered_map<int, AudioPlayer> _audioPlayers;
std::mutex _threadMutex;
std::vector<AudioCache*> _toRemoveCaches;
std::vector<int> _toRemoveAudioIDs;
bool _lazyInitLoop;
int _currentAudioID;
};
}
NS_CC_END
#endif // __AUDIO_ENGINE_INL_H_
#endif