mirror of https://github.com/axmolengine/axmol.git
305 lines
8.5 KiB
C++
305 lines
8.5 KiB
C++
/****************************************************************************
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Copyright (c) 2013 Zynga Inc.
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Copyright (c) 2010 cocos2d-x.org
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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// XXX: This is all just a bit of a hack. SDL uses channels as its underlying
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// abstraction, whilst CocosDenshion deals in individual effects. Consequently
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// we can't set start/stop, because to SDL, effects (chunks) are just opaque
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// blocks of data that get scheduled on channels. To workaround this, we assign
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// each sound to a channel, but since there are only 32 channels, we use the
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// modulus of the sound's address (which on Emscripten is just an incrementing
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// integer) to decide which channel.
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//
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// A more rigorous implementation would have logic to store the state of
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// channels and restore it as necessary. This should probably just be
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// considered a toy for now, but it will probably prove sufficient for many
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// use-cases. Recall also that Emscripten undoes this abstraction on the other
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// side because it is using HTML5 audio objects as its underlying primitive!
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#include <map>
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#include <string>
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#include <stdio.h>
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#include <unistd.h>
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#include "SimpleAudioEngine.h"
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#include "cocos2d.h"
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#include <SDL/SDL.h>
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#include <SDL/SDL_mixer.h>
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USING_NS_CC;
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using namespace std;
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namespace CocosDenshion
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{
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struct soundData {
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Mix_Chunk *chunk;
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bool isLooped;
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};
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typedef map<string, soundData *> EffectsMap;
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EffectsMap s_effects;
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float s_effectsVolume = 1.0;
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typedef enum {
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PLAYING,
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STOPPED,
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PAUSED,
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} playStatus;
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struct backgroundMusicData {
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Mix_Music *music;
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};
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typedef map<string, backgroundMusicData *> BackgroundMusicsMap;
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BackgroundMusicsMap s_backgroundMusics;
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float s_backgroundVolume = 1.0;
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static SimpleAudioEngine *s_engine = 0;
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// Unfortunately this is just hard-coded in Emscripten's SDL
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// implementation.
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static const int NR_CHANNELS = 32;
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static void stopBackground(bool bReleaseData)
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{
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SimpleAudioEngine *engine = SimpleAudioEngine::sharedEngine();
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engine->stopBackgroundMusic();
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}
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SimpleAudioEngine::SimpleAudioEngine()
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{
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}
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SimpleAudioEngine::~SimpleAudioEngine()
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{
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}
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SimpleAudioEngine* SimpleAudioEngine::sharedEngine()
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{
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if (!s_engine)
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s_engine = new SimpleAudioEngine();
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return s_engine;
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}
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void SimpleAudioEngine::end()
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{
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// clear all the sounds
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EffectsMap::const_iterator end = s_effects.end();
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for (EffectsMap::iterator it = s_effects.begin(); it != end; it++)
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{
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Mix_FreeChunk(it->second->chunk);
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delete it->second;
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}
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s_effects.clear();
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// and the background too
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stopBackground(true);
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for (BackgroundMusicsMap::iterator it = s_backgroundMusics.begin(); it != s_backgroundMusics.end(); ++it)
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{
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Mix_FreeMusic(it->second->music);
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delete it->second;
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}
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s_backgroundMusics.clear();
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}
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//
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// background audio
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//
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void SimpleAudioEngine::preloadBackgroundMusic(const char* pszFilePath)
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{
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}
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void SimpleAudioEngine::playBackgroundMusic(const char* pszFilePath, bool bLoop)
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{
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std::string key = std::string(pszFilePath);
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struct backgroundMusicData *musicData;
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if(!s_backgroundMusics.count(key))
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{
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musicData = new struct backgroundMusicData();
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musicData->music = Mix_LoadMUS(pszFilePath);
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s_backgroundMusics[key] = musicData;
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}
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else
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{
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musicData = s_backgroundMusics[key];
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}
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Mix_PlayMusic(musicData->music, bLoop ? -1 : 0);
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}
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void SimpleAudioEngine::stopBackgroundMusic(bool bReleaseData)
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{
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Mix_HaltMusic();
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}
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void SimpleAudioEngine::pauseBackgroundMusic()
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{
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Mix_PauseMusic();
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}
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void SimpleAudioEngine::resumeBackgroundMusic()
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{
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Mix_ResumeMusic();
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}
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void SimpleAudioEngine::rewindBackgroundMusic()
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{
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CCLOGWARN("Cannot rewind background in Emscripten");
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}
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bool SimpleAudioEngine::willPlayBackgroundMusic()
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{
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return true;
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}
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bool SimpleAudioEngine::isBackgroundMusicPlaying()
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{
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return Mix_PlayingMusic();
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}
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float SimpleAudioEngine::getBackgroundMusicVolume()
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{
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return s_backgroundVolume;
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}
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void SimpleAudioEngine::setBackgroundMusicVolume(float volume)
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{
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// Ensure volume is between 0.0 and 1.0.
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volume = volume > 1.0 ? 1.0 : volume;
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volume = volume < 0.0 ? 0.0 : volume;
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Mix_VolumeMusic(volume * MIX_MAX_VOLUME);
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s_backgroundVolume = volume;
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}
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float SimpleAudioEngine::getEffectsVolume()
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{
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return s_effectsVolume;
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}
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void SimpleAudioEngine::setEffectsVolume(float volume)
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{
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volume = volume > 1.0 ? 1.0 : volume;
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volume = volume < 0.0 ? 0.0 : volume;
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// Need to set volume on every channel. SDL will then read this volume
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// level and apply it back to the individual sample.
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for(int i = 0; i < NR_CHANNELS; i++)
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{
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Mix_Volume(i, volume * MIX_MAX_VOLUME);
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}
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s_effectsVolume = volume;
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}
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unsigned int SimpleAudioEngine::playEffect(const char* pszFilePath, bool bLoop,
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float pitch, float pan, float gain)
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{
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std::string key = std::string(pszFilePath);
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struct soundData *sound;
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if(!s_effects.count(key))
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{
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sound = new struct soundData();
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sound->chunk = Mix_LoadWAV(pszFilePath);
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sound->isLooped = bLoop;
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s_effects[key] = sound;
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}
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else
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{
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sound = s_effects[key];
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}
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// This is safe here since Emscripten is just passing back an
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// incrementing integer each time you use the Mix_LoadWAV method.
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unsigned int result = (unsigned int) sound->chunk;
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// XXX: This is a bit of a hack, but... Choose a channel based on the
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// modulo of the # of channels. This allows us to set the volume
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// without passing around both chunk address and channel.
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Mix_PlayChannel(result % NR_CHANNELS, sound->chunk, bLoop ? -1 : 0);
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return result;
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}
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void SimpleAudioEngine::stopEffect(unsigned int nSoundId)
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{
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Mix_HaltChannel(nSoundId % NR_CHANNELS);
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}
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void SimpleAudioEngine::preloadEffect(const char* pszFilePath)
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{
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}
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void SimpleAudioEngine::unloadEffect(const char* pszFilePath)
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{
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std::string key = std::string(pszFilePath);
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if(!s_effects.count(key))
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{
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return;
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}
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struct soundData *sound = s_effects[key];
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Mix_FreeChunk(sound->chunk);
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delete sound;
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s_effects.erase(key);
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}
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void SimpleAudioEngine::pauseEffect(unsigned int nSoundId)
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{
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Mix_Pause(nSoundId % NR_CHANNELS);
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}
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void SimpleAudioEngine::pauseAllEffects()
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{
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for(int i = 0; i < NR_CHANNELS; i++)
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{
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Mix_Pause(i);
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}
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}
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void SimpleAudioEngine::resumeEffect(unsigned int nSoundId)
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{
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Mix_Resume(nSoundId % NR_CHANNELS);
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}
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void SimpleAudioEngine::resumeAllEffects()
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{
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for(int i = 0; i < NR_CHANNELS; i++)
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{
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Mix_Resume(i);
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}
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}
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void SimpleAudioEngine::stopAllEffects()
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{
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for(int i = 0; i < NR_CHANNELS; i++)
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{
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Mix_HaltChannel(i);
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}
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}
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}
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