axmol/cocos/editor-support/cocostudio/SimpleAudioEngine.h

286 lines
8.0 KiB
C++

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