mirror of https://github.com/axmolengine/axmol.git
286 lines
8.0 KiB
C++
286 lines
8.0 KiB
C++
/****************************************************************************
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Copyright (c) 2010 Steve Oldmeadow
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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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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#ifndef _SIMPLE_AUDIO_ENGINE_H_
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#define _SIMPLE_AUDIO_ENGINE_H_
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#if defined(SHP)
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#include <FBaseConfig.h>
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#define EXPORT_DLL _EXPORT_
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#elif defined(_WIN32)
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#if defined(CC_STATIC)
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#define EXPORT_DLL
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#else
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#if defined(_EXPORT_DLL_)
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#define EXPORT_DLL __declspec(dllexport)
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#else /* use a DLL library */
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#define EXPORT_DLL __declspec(dllimport)
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#endif
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#endif
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#else
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#if defined(_SHARED_)
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#define EXPORT_DLL __attribute__((visibility("default")))
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#elif defined(IGNORE_EXPORT)
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#define EXPORT_DLL
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#else
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#define EXPORT_DLL
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#endif
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#endif
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#if defined(__GNUC__) && ((__GNUC__ >= 4) || ((__GNUC__ == 3) && (__GNUC_MINOR__ >= 1)))
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#define CC_DEPRECATED_ATTRIBUTE __attribute__((deprecated))
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#elif _MSC_VER >= 1400 //vs 2005 or higher
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#define CC_DEPRECATED_ATTRIBUTE __declspec(deprecated)
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#else
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#define CC_DEPRECATED_ATTRIBUTE
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#endif
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/**
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* @addtogroup audio
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* @{
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*/
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namespace CocosDenshion {
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/**
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* @class SimpleAudioEngine
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*
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* @brief Offers a very simple interface to play background music & sound effects.
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*
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* @note Make sure to call SimpleAudioEngine::end() when the sound engine is not needed anymore to release allocated resources.
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* @js cc.audioEngine
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*/
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class EXPORT_DLL SimpleAudioEngine
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{
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public:
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/**
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* Returns a shared instance of the SimpleAudioEngine.
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* @js NA
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*/
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static SimpleAudioEngine* getInstance();
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/**
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* Release the shared Engine object.
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*
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* @warning It must be called before the application exit, or it will lead to memory leaks.
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* @lua destroyInstance
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*/
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static void end();
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/**
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* Preload background music.
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*
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* @param filePath The path of the background music file.
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* @js NA
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* @lua preloadMusic
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*/
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virtual void preloadBackgroundMusic(const char* filePath);
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/**
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* Play background music.
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*
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* @param filePath The path of the background music file,or the FileName of T_SoundResInfo.
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* @param loop Whether the background music loop or not.
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* @js playMusic
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* @lua playMusic
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*/
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virtual void playBackgroundMusic(const char* filePath, bool loop = false);
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/**
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* Stop playing background music.
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*
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* @param releaseData If release the background music data or not.As default value is false.
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* @js stopMusic
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* @lua stopMusic
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*/
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virtual void stopBackgroundMusic(bool releaseData = false);
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/**
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* Pause playing background music.
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* @js pauseMusic
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* @lua pauseMusic
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*/
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virtual void pauseBackgroundMusic();
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/**
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* Resume playing background music.
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* @js resumeMusic
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* @lua resumeMusic
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*/
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virtual void resumeBackgroundMusic();
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/**
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* Rewind playing background music.
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* @js rewindMusic
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* @lua rewindMusic
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*/
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virtual void rewindBackgroundMusic();
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/**
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* Indicates whether any background music can be played or not.
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*
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* @return <i>true</i> if background music can be played, otherwise <i>false</i>.
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* @js willPlayMusic
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* @lua willPlayMusic
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*/
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virtual bool willPlayBackgroundMusic();
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/**
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* Indicates whether the background music is playing.
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*
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* @return <i>true</i> if the background music is playing, otherwise <i>false</i>.
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* @js isMusicPlaying
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* @lua isMusicPlaying
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*/
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virtual bool isBackgroundMusicPlaying();
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//
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// properties
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//
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/**
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* The volume of the background music within the range of 0.0 as the minimum and 1.0 as the maximum.
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* @js getMusicVolume
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* @lua getMusicVolume
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*/
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virtual float getBackgroundMusicVolume();
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/**
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* Set the volume of background music.
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*
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* @param volume must be within the range of 0.0 as the minimum and 1.0 as the maximum.
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* @js setMusicVolume
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* @lua setMusicVolume
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*/
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virtual void setBackgroundMusicVolume(float volume);
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/**
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* The volume of the effects within the range of 0.0 as the minimum and 1.0 as the maximum.
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*/
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virtual float getEffectsVolume();
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/**
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* Set the volume of sound effects.
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*
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* @param volume must be within the range of 0.0 as the minimum and 1.0 as the maximum.
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*/
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virtual void setEffectsVolume(float volume);
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//
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// for sound effects
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/**
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* Play sound effect with a file path, pitch, pan and gain.
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*
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* @param filePath The path of the effect file.
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* @param loop Determines whether to loop the effect playing or not. The default value is false.
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* @param pitch Frequency, normal value is 1.0. Will also change effect play time.
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* @param pan Stereo effect, in the range of [-1..1] where -1 enables only left channel.
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* @param gain Volume, in the range of [0..1]. The normal value is 1.
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* @return The sound id.
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*
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* @note Now use Audio Engine to implement SimpleAudioEngine, and Audio Engine doesn't support
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* - pitch
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* - pan
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* - gain
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*/
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virtual unsigned int playEffect(const char* filePath, bool loop = false,
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float pitch = 1.0f, float pan = 0.0f, float gain = 1.0f);
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/**
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* Pause playing sound effect.
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*
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* @param soundId The return value of function playEffect.
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*/
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virtual void pauseEffect(unsigned int soundId);
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/**
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* Pause all playing sound effect.
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*/
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virtual void pauseAllEffects();
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/**
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* Resume playing sound effect.
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*
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* @param soundId The return value of function playEffect.
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*/
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virtual void resumeEffect(unsigned int soundId);
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/**
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* Resume all playing sound effect.
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*/
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virtual void resumeAllEffects();
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/**
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* Stop playing sound effect.
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*
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* @param soundId The return value of function playEffect.
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*/
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virtual void stopEffect(unsigned int soundId);
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/**
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* Stop all playing sound effects.
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*/
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virtual void stopAllEffects();
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/**
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* Preload a compressed audio file.
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*
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* The compressed audio will be decoded to wave, then written into an internal buffer in SimpleAudioEngine.
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*
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* @param filePath The path of the effect file.
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* @js NA
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*/
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virtual void preloadEffect(const char* filePath);
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/**
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* Unload the preloaded effect from internal buffer.
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*
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* @param filePath The path of the effect file.
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*/
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virtual void unloadEffect(const char* filePath);
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protected:
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/**
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* Constructor of SimpleAudioEngine.
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*/
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SimpleAudioEngine();
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/**
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* Destructor of SimpleAudioEngine.
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*/
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virtual ~SimpleAudioEngine();
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};
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} // end of namespace CocosDenshion
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// end audio group
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/// @}
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#endif // _SIMPLE_AUDIO_ENGINE_H_
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