mirror of https://github.com/axmolengine/axmol.git
173 lines
3.9 KiB
C++
173 lines
3.9 KiB
C++
/*
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* FmodAudioPlayer.h
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*
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* Created on: Aug 18, 2011
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* Author: laschweinski
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*/
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#ifndef FMODAUDIOPLAYER_H_
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#define FMODAUDIOPLAYER_H_
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#include "fmod.hpp"
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#include "fmod_errors.h"
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#include "AudioPlayer.h"
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#include "string"
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#include <map>
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using namespace std;
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namespace CocosDenshion {
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class FmodAudioPlayer : public AudioPlayer{
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public:
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FmodAudioPlayer();
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virtual ~FmodAudioPlayer();
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static FmodAudioPlayer* sharedPlayer();
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virtual void close();
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/**
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@brief Preload background music
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@param pszFilePath The path of the background music file,or the FileName of T_SoundResInfo
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*/
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virtual void preloadBackgroundMusic(const char* pszFilePath);
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/**
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@brief Play background music
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@param pszFilePath The path of the background music file,or the FileName of T_SoundResInfo
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@param bLoop Whether the background music loop or not
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*/
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virtual void playBackgroundMusic(const char* pszFilePath, bool bLoop);
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/**
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@brief Stop playing background music
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@param bReleaseData If release the background music data or not.As default value is false
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*/
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virtual void stopBackgroundMusic(bool bReleaseData);
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/**
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@brief Pause playing background music
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*/
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virtual void pauseBackgroundMusic();
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/**
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@brief Resume playing background music
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*/
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virtual void resumeBackgroundMusic();
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/**
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@brief Rewind playing background music
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*/
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virtual void rewindBackgroundMusic();
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virtual bool willPlayBackgroundMusic();
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/**
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@brief Whether the background music is playing
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@return If is playing return true,or return false
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*/
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virtual bool isBackgroundMusicPlaying();
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// properties
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/**
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@brief The volume of the background music max value is 1.0,the min value is 0.0
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*/
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virtual float getBackgroundMusicVolume();
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/**
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@brief set the volume of background music
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@param volume must be in 0.0~1.0
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*/
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virtual void setBackgroundMusicVolume(float volume);
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/**
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@brief The volume of the effects max value is 1.0,the min value is 0.0
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*/
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virtual float getEffectsVolume();
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/**
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@brief set the volume of sound effecs
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@param volume must be in 0.0~1.0
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*/
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virtual void setEffectsVolume(float volume);
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// for sound effects
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/**
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@brief Play sound effect
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@param pszFilePath The path of the effect file,or the FileName of T_SoundResInfo
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@bLoop Whether to loop the effect playing, default value is false
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*/
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virtual unsigned int playEffect(const char* pszFilePath, bool bLoop,
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float pitch, float pan, float gain);
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/**
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@brief Stop playing sound effect
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@param nSoundId The return value of function playEffect
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*/
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virtual void stopEffect(unsigned int nSoundId);
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/**
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@brief preload a compressed audio file
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@details the compressed audio will be decode to wave, then write into an
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internal buffer in SimpleaudioEngine
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*/
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virtual void preloadEffect(const char* pszFilePath);
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/**
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@brief unload the preloaded effect from internal buffer
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@param[in] pszFilePath The path of the effect file,or the FileName of T_SoundResInfo
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*/
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virtual void unloadEffect(const char* pszFilePath);
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/**
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@brief pause an effect identified by sound id
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@param[in] uSoundId sound id
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*/
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virtual void pauseEffect(unsigned int uSoundId);
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/**
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@brief pause all playing effects
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*/
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virtual void pauseAllEffects();
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/**
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@brief resume an effect identified by sound id
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@param[in] uSoundId sound id
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*/
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virtual void resumeEffect(unsigned int uSoundId);
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/**
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@brief resume a effect identified by sound id
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*/
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virtual void resumeAllEffects();
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/**
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@brief stop all playing effects
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*/
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virtual void stopAllEffects();
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private:
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void init();
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map<string, FMOD::Sound*> mapEffectSound;
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map<unsigned int, FMOD::Channel*> mapEffectSoundChannel;
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FMOD::System* pSystem;
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FMOD::Sound* pMusic; //BGM
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FMOD::Channel* pBGMChannel;
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FMOD::ChannelGroup* pChannelGroup;
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unsigned int iSoundChannelCount;
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string sMusicPath;
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};
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} /* namespace CocosDenshion */
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#endif /* FMODAUDIOPLAYER_H_ */
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