mirror of https://github.com/axmolengine/axmol.git
219 lines
5.8 KiB
C++
219 lines
5.8 KiB
C++
/****************************************************************************
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Copyright (c) 2014-2016 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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#include "platform/CCPlatformConfig.h"
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#if CC_TARGET_PLATFORM == CC_PLATFORM_TIZEN
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#include "audio/include/SimpleAudioEngine.h"
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#include "audio/include/AudioEngine.h"
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USING_NS_CC;
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using namespace cocos2d::experimental;
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static float s_bgMusicVolume = 1.0f;
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static float s_effectVolume = 1.0f;
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namespace CocosDenshion {
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SimpleAudioEngine::SimpleAudioEngine() {
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}
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SimpleAudioEngine::~SimpleAudioEngine() {
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}
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SimpleAudioEngine* SimpleAudioEngine::getInstance() {
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static SimpleAudioEngine s_SharedEngine;
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return &s_SharedEngine;
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}
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void SimpleAudioEngine::end() {
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AudioEngine::end();
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}
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static int s_bgAudioID = AudioEngine::INVALID_AUDIO_ID;
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static std::string bgMusicFilePath;
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//////////////////////////////////////////////////////////////////////////
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// BackgroundMusic
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//////////////////////////////////////////////////////////////////////////
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void SimpleAudioEngine::playBackgroundMusic(const char* pszFilePath,bool bLoop) {
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if (s_bgAudioID != AudioEngine::INVALID_AUDIO_ID)
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{
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AudioEngine::stop(s_bgAudioID);
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s_bgAudioID = AudioEngine::INVALID_AUDIO_ID;
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}
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if (pszFilePath)
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{
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bgMusicFilePath = pszFilePath;
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s_bgAudioID = AudioEngine::play2d(pszFilePath,bLoop,s_bgMusicVolume);
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}
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}
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void SimpleAudioEngine::stopBackgroundMusic(bool bReleaseData) {
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AudioEngine::stop(s_bgAudioID);
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}
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void SimpleAudioEngine::pauseBackgroundMusic() {
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AudioEngine::pause(s_bgAudioID);
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}
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void SimpleAudioEngine::resumeBackgroundMusic() {
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AudioEngine::resume(s_bgAudioID);
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}
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void SimpleAudioEngine::rewindBackgroundMusic() {
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AudioEngine::stop(s_bgAudioID);
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if (!bgMusicFilePath.empty())
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{
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s_bgAudioID = AudioEngine::play2d(bgMusicFilePath);
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}
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}
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bool SimpleAudioEngine::willPlayBackgroundMusic() {
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return false;
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}
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bool SimpleAudioEngine::isBackgroundMusicPlaying() {
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auto state = AudioEngine::getState(s_bgAudioID);
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if (state == AudioEngine::AudioState::PLAYING)
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{
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return true;
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}
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return false;
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}
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void SimpleAudioEngine::preloadBackgroundMusic(const char* pszFilePath) {
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bgMusicFilePath = pszFilePath;
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}
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//////////////////////////////////////////////////////////////////////////
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// effect function
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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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return AudioEngine::play2d(pszFilePath,bLoop,s_effectVolume);
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}
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void SimpleAudioEngine::stopEffect(unsigned int nSoundId) {
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AudioEngine::stop(nSoundId);
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}
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void SimpleAudioEngine::preloadEffect(const char* pszFilePath) {
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// FIXME: need implementation
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}
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void SimpleAudioEngine::unloadEffect(const char* pszFilePath) {
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AudioEngine::uncache(pszFilePath);
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}
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void SimpleAudioEngine::pauseEffect(unsigned int uSoundId) {
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AudioEngine::pause(uSoundId);
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}
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void SimpleAudioEngine::pauseAllEffects() {
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bool resumeBGMusic = false;
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auto state = AudioEngine::getState(s_bgAudioID);
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if (state == AudioEngine::AudioState::PLAYING)
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{
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resumeBGMusic = true;
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}
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AudioEngine::pauseAll();
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if (resumeBGMusic)
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{
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AudioEngine::resume(s_bgAudioID);
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}
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}
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void SimpleAudioEngine::resumeEffect(unsigned int uSoundId) {
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AudioEngine::resume(uSoundId);
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}
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void SimpleAudioEngine::resumeAllEffects() {
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bool pauseBGMusic = false;
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auto state = AudioEngine::getState(s_bgAudioID);
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if (state == AudioEngine::AudioState::PAUSED)
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{
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pauseBGMusic = true;
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}
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AudioEngine::resumeAll();
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if (pauseBGMusic)
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{
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AudioEngine::pause(s_bgAudioID);
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}
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}
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void SimpleAudioEngine::stopAllEffects() {
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//FIXME
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AudioEngine::stopAll();
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}
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//////////////////////////////////////////////////////////////////////////
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// volume interface
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//////////////////////////////////////////////////////////////////////////
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float SimpleAudioEngine::getBackgroundMusicVolume() {
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return s_bgMusicVolume;
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}
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void SimpleAudioEngine::setBackgroundMusicVolume(float volume) {
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if (volume > 1.0f)
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{
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volume = 1.0f;
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}
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else if(volume < 0.0f)
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{
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volume = 0.0f;
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}
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s_bgMusicVolume = volume;
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AudioEngine::setVolume(s_bgAudioID, s_bgMusicVolume);
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}
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float SimpleAudioEngine::getEffectsVolume() {
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return s_effectVolume;
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}
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void SimpleAudioEngine::setEffectsVolume(float volume) {
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if (volume > 1.0f)
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{
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volume = 1.0f;
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}
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else if(volume < 0.0f)
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{
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volume = 0.0f;
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}
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s_effectVolume = volume;
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//FIXME
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}
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} // end of namespace CocosDenshion
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#endif
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